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authorHugo Locurcio <hugo.locurcio@hugo.pro>2020-08-03 13:58:51 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2020-08-03 13:58:51 +0200
commitc73c327babce096faa083ade0e308a35bd0a6759 (patch)
tree5b463f5944c8265891d3b503fbb75adef173c1a0 /doc/classes/SoftBody3D.xml
parentec9302ceccb75f44038db3695d2f9e7c82cfe951 (diff)
Reference the online documentation in collision layer/mask properties
See https://github.com/godotengine/godot-docs/pull/3863.
Diffstat (limited to 'doc/classes/SoftBody3D.xml')
-rw-r--r--doc/classes/SoftBody3D.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml
index 24d6609900..3c44727dde 100644
--- a/doc/classes/SoftBody3D.xml
+++ b/doc/classes/SoftBody3D.xml
@@ -82,10 +82,10 @@
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The physics layers this SoftBody3D is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. 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="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The physics layers this SoftBody3D scans for collisions.
+ The physics layers this SoftBody3D scans for collisions. 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="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01">
</member>