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authorMarcel Admiraal <madmiraal@users.noreply.github.com>2020-05-07 08:18:23 +0100
committerMarcel Admiraal <madmiraal@users.noreply.github.com>2020-05-07 08:18:23 +0100
commitda13b74cc8d378dac2dd909f443a1d21ba96a10f (patch)
tree3069b995d9a7bf3b1bbaf224761c88fe52bf9552
parent50f4f0f9aedc904acabab0f01d03cb3784d704a3 (diff)
Make 2D and 3D KinematicBody stop_on_slope documentation the same.
-rw-r--r--doc/classes/KinematicBody3D.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/KinematicBody3D.xml b/doc/classes/KinematicBody3D.xml
index 5f9b36f97d..830d63ed11 100644
--- a/doc/classes/KinematicBody3D.xml
+++ b/doc/classes/KinematicBody3D.xml
@@ -108,7 +108,7 @@
This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall.
- If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes if you include gravity in [code]linear_velocity[/code].
+ If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
If [code]infinite_inertia[/code] is [code]true[/code], body will be able to push [RigidBody3D] nodes, but it won't also detect any collisions with them. If [code]false[/code], it will interact with [RigidBody3D] nodes like with [StaticBody3D].