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authorThomas Karcher <t_karcher@posteo.de>2019-05-03 10:49:54 +0200
committerGitHub <noreply@github.com>2019-05-03 10:49:54 +0200
commit1170b78e2842e540f08ff40cba61eeb83324edec (patch)
tree9565c094d3f290eafbea85deab5ca57eedd0e849
parent184bd3f6e51b674cb53fa30ddbcfd5034d3d0347 (diff)
Update of RigidBody2D class description
Added a hint in the RigidBody2D class description regarding the transformation issue mentioned in https://github.com/godotengine/godot/issues/5734
-rw-r--r--doc/classes/RigidBody2D.xml3
1 files changed, 2 insertions, 1 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 16ee1a444c..9a1802b515 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -7,7 +7,8 @@
This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
- If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
+ Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime.
+ If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See [member custom_integrator].
</description>
<tutorials>
</tutorials>