diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2020-05-07 11:14:57 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-05-07 11:14:57 +0200 |
commit | 9668c1cd2286640d543dcf5fe3947f17589af70f (patch) | |
tree | 227a731447e74324245bdad56c4d68e0432daefa /doc | |
parent | 112884deee0508f953a1d982fc6503a0c69e0545 (diff) | |
parent | da13b74cc8d378dac2dd909f443a1d21ba96a10f (diff) |
Merge pull request #38525 from madmiraal/fix-kinematic-on_slope-documentation
Make 2D and 3D KinematicBody move_and_slide() documentation consistent.
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/KinematicBody3D.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/KinematicBody3D.xml b/doc/classes/KinematicBody3D.xml index 5f9b36f97d..830d63ed11 100644 --- a/doc/classes/KinematicBody3D.xml +++ b/doc/classes/KinematicBody3D.xml @@ -108,7 +108,7 @@ 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. [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]up_direction[/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. - If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes if you include gravity in [code]linear_velocity[/code]. + If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still. If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops. [code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees. If [code]infinite_inertia[/code] is [code]true[/code], body will be able to push [RigidBody3D] nodes, but it won't also detect any collisions with them. If [code]false[/code], it will interact with [RigidBody3D] nodes like with [StaticBody3D]. |