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authorMikael Hermansson <mikael@hermansson.io>2023-03-18 17:17:11 +0100
committerYuri Sizov <yuris@humnom.net>2023-03-27 17:34:59 +0200
commit465be40e10529883840f04ef39002d0dc6621116 (patch)
tree26a74557c7fdf881001963fa6f2b0ee51ecabac4 /doc
parent47c3f44c0a75e6aa3d6afadcb8c18e9abb976c01 (diff)
Change documentation of `Shape3D.margin` to reflect current situation
(cherry picked from commit 33a6c80abb6d0533d1676db61f5b8695449d6b4f)
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/Shape3D.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/Shape3D.xml b/doc/classes/Shape3D.xml
index 129810943e..02c8ca26f0 100644
--- a/doc/classes/Shape3D.xml
+++ b/doc/classes/Shape3D.xml
@@ -23,7 +23,7 @@
When set to [code]0[/code], the default value from [member ProjectSettings.physics/3d/solver/default_contact_bias] is used.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">
- The collision margin for the shape. Used in Bullet Physics only.
+ The collision margin for the shape. This is not used in Godot Physics.
Collision margins allow collision detection to be more efficient by adding an extra shell around shapes. Collision algorithms are more expensive when objects overlap by more than their margin, so a higher value for margins is better for performance, at the cost of accuracy around edges as it makes them less sharp.
</member>
</members>