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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-08-28 10:38:13 +0200
committerGitHub <noreply@github.com>2020-08-28 10:38:13 +0200
commitc4e4ea1c65f642c754686eb03507cce7d26b9ed9 (patch)
tree7a9eb966e1a45bae00c62eaeccb1cc50e5adf9bb /doc/classes/RigidBody3D.xml
parent46809332ddb108ad93aaa5df18f6ffc7bf65d432 (diff)
parent555f4f3e17a16d1d796691e2d83b17fe75ac67ae (diff)
Merge pull request #41563 from skyace65/RigidBody
Document where the center of mass is for RigidBody nodes
Diffstat (limited to 'doc/classes/RigidBody3D.xml')
-rw-r--r--doc/classes/RigidBody3D.xml1
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 933885ba77..d53d6b001c 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -8,6 +8,7 @@
A RigidBody3D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
[b]Note:[/b] Don't change a RigidBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator].
+ With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>