I have a player character and I want to detect collision/overlap however I do not want the area2D to extend into walls or floors so that I don't detect a collision/overlap with something I'm not too near to. When the player jumps next to a spike it detects overlap and kills the player instead, I want to make it so that you actually have to be moving towards it to take damage. Is an area2D right for this or should I use get_slide_collision (I'm using KinematicBody2D) I have heard that detecting collisions can get rather expensive but I do not know if this is true. Any help is appreciated!