summaryrefslogtreecommitdiff
path: root/doc/classes
diff options
context:
space:
mode:
authorRĂ©mi Verschelde <remi@verschelde.fr>2022-02-18 12:09:27 +0100
committerGitHub <noreply@github.com>2022-02-18 12:09:27 +0100
commit887d4bd0d985979d6c3fb33b053ce99486879956 (patch)
tree5857ce037c01afa6c6c0e30effeb85c1ea5730d6 /doc/classes
parent7a68ee51340329877e4545415b415fa4facde6b6 (diff)
parentd9599fb5fc23121df18114bc920db9e87bc5bc50 (diff)
Merge pull request #58261 from STUDIOEMBYR/CharacterBody-docs-update
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/CharacterBody2D.xml1
-rw-r--r--doc/classes/CharacterBody3D.xml1
2 files changed, 0 insertions, 2 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 75237f8df0..f90c477f6d 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -132,7 +132,6 @@
<return type="bool" />
<description>
Moves the body based on [member motion_velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
- This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
The general behavior and available properties change according to the [member motion_mode].
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index 2d18a18eac..f1c717b74a 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -118,7 +118,6 @@
<return type="bool" />
<description>
Moves the body based on [member motion_velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
- This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].