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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-03-23 00:08:35 +0100
committerGitHub <noreply@github.com>2021-03-23 00:08:35 +0100
commit32aea7b40fe42b4369b74875f57bcf06431e3c7e (patch)
treeabf072fab53997a9c5685ef52cdbbc8a92f4625c /doc/classes/KinematicBody2D.xml
parent4bacb86f567805e30f89690e5bbfb7ca6e947bbe (diff)
parent4aa25b0f6cb5d8d22820d36164b17359a9417027 (diff)
Merge pull request #47277 from nekomatata/kinematic-safe-margin-doc
More detailed documentation for KinematicBody safe collision margin
Diffstat (limited to 'doc/classes/KinematicBody2D.xml')
-rw-r--r--doc/classes/KinematicBody2D.xml5
1 files changed, 4 insertions, 1 deletions
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 476b64a336..fdd4db6115 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -162,7 +162,10 @@
</methods>
<members>
<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.08">
- If the body is at least this close to another body, this body will consider them to be colliding.
+ Extra margin used for collision recovery in motion functions (see [method move_and_collide], [method move_and_slide], [method move_and_slide_with_snap]).
+ If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
+ A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
+ A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of kinematic bodies.
</member>
<member name="motion/sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
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.