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author | Rémi Verschelde <rverschelde@gmail.com> | 2020-03-06 22:06:06 +0100 |
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committer | GitHub <noreply@github.com> | 2020-03-06 22:06:06 +0100 |
commit | bb12607968e4a287e4b184e2e73d4a360ff475e6 (patch) | |
tree | 1cff98787d0e5e6b79cfc9d5a2210b32ae1b70c0 /doc | |
parent | 62afc3c12c2acfbd5f9bbaf93f86111e4d2f3ce0 (diff) | |
parent | b7dbf41aa5d25c2ed9db50f989065ec8721b6144 (diff) |
Merge pull request #36849 from theoway/Documentation_edit
Edited the KinematicBody and KinematicBody2D docs
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/KinematicBody.xml | 3 | ||||
-rw-r--r-- | doc/classes/KinematicBody2D.xml | 3 |
2 files changed, 4 insertions, 2 deletions
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index 2cf49f417c..4ccbc679bf 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -105,7 +105,8 @@ </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 [KinematicBody] 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 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. + 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 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 58d7b1f831..6b2bbeb895 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -103,7 +103,8 @@ </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 [KinematicBody2D] 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 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. + 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 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]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]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games. 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. |