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author | Juan Linietsky <juan@godotengine.org> | 2019-03-04 09:44:45 -0300 |
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committer | Juan Linietsky <juan@godotengine.org> | 2019-03-04 09:53:02 -0300 |
commit | 5cfedd46ce8432f6b608795cbfa51c4645b14e8c (patch) | |
tree | 2705246b7aff558462618548a874f6b530deaa16 /doc | |
parent | 4f041d3afaf8308f51f1894f75193ea8740d4ff6 (diff) |
Further clarify docs for #26545
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/KinematicBody2D.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index b94304b9a8..f1aac2c765 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -138,7 +138,7 @@ If the body is at least this close to another body, this body will consider them to be colliding. </member> <member name="motion/sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled"> - If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. + If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method move_and_slide] or [method move_and_collide] functions. </member> </members> <constants> |