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author | Camille Mohr-Daurat <pouleyKetchoup@gmail.com> | 2021-09-06 09:32:46 -0700 |
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committer | GitHub <noreply@github.com> | 2021-09-06 09:32:46 -0700 |
commit | a93fb2655a20de92346b7259c4217b45bc8801e9 (patch) | |
tree | bad4f9e6a8171aef7589762e62ee18b060b27369 /doc/classes/CharacterBody2D.xml | |
parent | 1f97d5738434eb0a11c5d2615125a165e8e751b5 (diff) | |
parent | 83baecdff01894df55171ace7aa9e50b3001cc73 (diff) |
Merge pull request #52286 from nekomatata/restore-kinematic-body
Add AnimatableBody inherited from StaticBody for moving platforms
Diffstat (limited to 'doc/classes/CharacterBody2D.xml')
-rw-r--r-- | doc/classes/CharacterBody2D.xml | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index 71e6eeab5a..f98c22a1e9 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -1,12 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CharacterBody2D" inherits="PhysicsBody2D" version="4.0"> <brief_description> - Character body 2D node. + Specialized 2D physics body node for characters moved by script. </brief_description> <description> - Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a static body. However, they have two main uses: - [b]Kinematic characters:[/b] Character bodies have an API for moving objects with walls and slopes detection ([method move_and_slide] method), in addition to collision detection (also done with [method PhysicsBody3D.move_and_collide]). This makes them really useful to implement characters that move in specific ways and collide with the world, but don't require advanced physics. - [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [member StaticBody3D.kinematic_motion] when enabled), which allows them to be moved by code and push other bodies on their path. + Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a [AnimatableBody2D]. However, they have two main uses: + [b]Kinematic characters:[/b] Character bodies have an API for moving objects with walls and slopes detection ([method move_and_slide] method), in addition to collision detection (also done with [method PhysicsBody2D.move_and_collide]). This makes them really useful to implement characters that move in specific ways and collide with the world, but don't require advanced physics. + [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody2D]), which allows them to be moved by code and push other bodies on their path. </description> <tutorials> <link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> |