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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-01-26 15:23:23 +0100
committerGitHub <noreply@github.com>2021-01-26 15:23:23 +0100
commit392d90fa65ce5d43790f6077a64f0c424f2cd0de (patch)
treefb30c2e4d14df98bec3c1a2879094f35b627a834 /doc
parentde9c9007c28e4e0388a839c81d388f9b4c54e604 (diff)
parent0c2dbd01dc407fd8b60de56a32a3d2a8a716ed9c (diff)
Merge pull request #45368 from Xrayez/doc-tilemap-collider-shape-metadata
Document shape metadata for `TileMap`
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/TileMap.xml1
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index c500052592..2b918b9db8 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps.
+ When doing physics queries against the tilemap, the cell coordinates are encoded as [code]metadata[/code] for each detected collision shape returned by methods such as [method PhysicsDirectSpaceState2D.intersect_shape], [method PhysicsDirectBodyState2D.get_contact_collider_shape_metadata] etc.
</description>
<tutorials>
<link title="Using Tilemaps">https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link>