# SetSize() for StaticImage

**URL:** <https://phaser.discourse.group/t/setsize-for-staticimage/1101>\
**Category:** Phaser 3\
**Created:** [February 6, 2019, 8:26pm UTC](https://phaser.discourse.group/t/setsize-for-staticimage/1101 "2019-02-06T20:26:15Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![samme](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/samme/32/5275_2.png) [@samme](https://phaser.discourse.group/u/samme)\
**Post date:** [February 6, 2019, 11:27pm UTC](https://phaser.discourse.group/t/setsize-for-staticimage/1101/2 "2019-02-06T23:27:11Z")

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Seems best to position the body manually and then use `body.setSize(…)`.

[https://codepen.io/samme/pen/bzYrpj?editors=0010](https://codepen.io/samme/pen/bzYrpj?editors=0010)

> [@Differences between setSize/setOffset methods in Arcade Static Body and Dynamic Body](https://phaser.discourse.group/t/differences-between-setsize-setoffset-methods-in-arcade-static-body-and-dynamic-body/734):
>
> I was wondering why there’s a difference between the setSize and setOffset methods of dynamic and static bodies. I was using a dynamic body on a sprite and figure I could try a static body since my sprite will not be moving, just colliding/overlapping. An then I run into these differences, for example my sprite is a coin (sort of) my player would collect, Im reducing the size of the body because it feels better than leaving it at the default (taking the size of the gameobject). Everything works…

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_[View the full topic](https://phaser.discourse.group/t/setsize-for-staticimage/1101)._
