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authorRémi Verschelde <rverschelde@gmail.com>2021-03-10 10:54:21 +0100
committerRémi Verschelde <rverschelde@gmail.com>2021-03-10 10:54:21 +0100
commit469ac1e4152b75b2e3b88cf7bc3a9623f0d7da39 (patch)
tree32ef57225f240b0ce493e99618df81c151921ee2 /doc/classes/RayCast3D.xml
parenta3cdaa7a0915388fe14bd9d1644d73a8371583f6 (diff)
doc: Sync classref with current source
Diffstat (limited to 'doc/classes/RayCast3D.xml')
-rw-r--r--doc/classes/RayCast3D.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml
index 681cfcd4ce..443890438f 100644
--- a/doc/classes/RayCast3D.xml
+++ b/doc/classes/RayCast3D.xml
@@ -136,11 +136,11 @@
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
- <member name="debug_shape_custom_color" type="Color" setter="set_debug_shape__custom_color" getter="get_debug_shape_custom_color" default="Color( 0.0, 0.0, 0.0 )">
+ <member name="debug_shape_custom_color" type="Color" setter="set_debug_shape_custom_color" getter="get_debug_shape_custom_color" default="Color( 0, 0, 0, 1 )">
The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something.
If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.
</member>
- <member name="debug_shape_thickness" type="int" setter="set_debug_shape_thickness" getter="get_debug_shape_thickness" default="1">
+ <member name="debug_shape_thickness" type="float" setter="set_debug_shape_thickness" getter="get_debug_shape_thickness" default="2.0">
If set to [code]1[/code], a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug shape to be visible at run-time.
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">