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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-06-26 23:28:56 +0200
committerGitHub <noreply@github.com>2019-06-26 23:28:56 +0200
commitcaf8e20f2ab2861c627f2347f12909ba847974fa (patch)
tree5ed79e4d70ed777dad8e393b46b9298155717448 /doc
parent43a69694706ee5084c154aafb4377e10a2df1ed7 (diff)
parentcb5233ee12deeae532e6c99d8c0fd5899b3b37b5 (diff)
Merge pull request #30078 from Zylann/document_vs_cull_ray
Document VisualServer.instances_cull_ray
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/VisualServer.xml2
1 files changed, 2 insertions, 0 deletions
diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml
index f9b668b38a..10b96f1d60 100644
--- a/doc/classes/VisualServer.xml
+++ b/doc/classes/VisualServer.xml
@@ -1951,6 +1951,8 @@
<argument index="2" name="scenario" type="RID">
</argument>
<description>
+ Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as [MeshInstance] or [DirectionalLight]. Use [method @GDscript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World] you want to query.
+ Warning: this function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
</description>
</method>
<method name="light_directional_set_blend_splits">