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authorJuan Linietsky <juan@godotengine.org>2019-03-04 09:44:45 -0300
committerJuan Linietsky <juan@godotengine.org>2019-03-04 09:53:02 -0300
commit5cfedd46ce8432f6b608795cbfa51c4645b14e8c (patch)
tree2705246b7aff558462618548a874f6b530deaa16
parent4f041d3afaf8308f51f1894f75193ea8740d4ff6 (diff)
Further clarify docs for #26545
-rw-r--r--doc/classes/KinematicBody2D.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index b94304b9a8..f1aac2c765 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -138,7 +138,7 @@
If the body is at least this close to another body, this body will consider them to be colliding.
</member>
<member name="motion/sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled">
- If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms.
+ If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method move_and_slide] or [method move_and_collide] functions.
</member>
</members>
<constants>