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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-07-30 11:20:50 +0200
committerGitHub <noreply@github.com>2022-07-30 11:20:50 +0200
commit162186cfe8b26fdb0f969b5066f176c40aacd01b (patch)
tree0f73400cd229a93abcf781e278cadbf9fc2cd2a6 /doc/classes
parent5c6744ae54189869580d713a6c31caa90492838a (diff)
parent4af0a528a7e8538958e2901697425492bd5d9bab (diff)
Merge pull request #63651 from fabriceci/fix-typo-doc-character-body-3d
Fix typos in the CharacterBody3D doc file
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/CharacterBody3D.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index 6c5cd62fe1..795bd7a429 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -159,10 +159,10 @@
Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
</member>
<member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295">
- Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity.
+ Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all floor bodies are detected and propagate their velocity.
</member>
<member name="moving_platform_wall_layers" type="int" setter="set_moving_platform_wall_layers" getter="get_moving_platform_wall_layers" default="0">
- Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all wall bodies are ignored.
+ Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all wall bodies are ignored.
</member>
<member name="slide_on_ceiling" type="bool" setter="set_slide_on_ceiling_enabled" getter="is_slide_on_ceiling_enabled" default="true">
If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically.