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authorChris Bradfield <cb@scribe.net>2019-01-18 14:56:37 -0800
committerGitHub <noreply@github.com>2019-01-18 14:56:37 -0800
commit73a7a1a3887619506496502fa75eca15e96e97cc (patch)
tree6b0ece8aaa4c8784cd654c928d239743aae171a6 /doc
parent93d8f3cdd5f0166fcbf8456488e98bfd4d9e02bb (diff)
parent763353692bc85c6af6cbf68d1bad4de5755c39b9 (diff)
Merge pull request #25113 from aaronfranke/doc-kinematic
Improve docs for KinematicBody linear_velocity, fixes #23927
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/KinematicBody.xml2
-rw-r--r--doc/classes/KinematicBody2D.xml2
2 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index ad41f48ddd..a4fade6ab2 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -89,7 +89,7 @@
</argument>
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody[/code] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
- [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — this is done by the method.
+ [code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
[i]TODO: Update for new stop_on_slode argument.[/i] If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 986010f832..b94304b9a8 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -89,7 +89,7 @@
</argument>
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody2D[/code] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
- [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — this is done by the method.
+ [code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
[i]TODO: Update for stop_on_slope argument.[/i] If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.