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author | Marc Gilleron <marc.gilleron@gmail.com> | 2019-06-26 00:12:00 +0100 |
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committer | Marc Gilleron <marc.gilleron@gmail.com> | 2019-06-26 19:53:22 +0100 |
commit | cb5233ee12deeae532e6c99d8c0fd5899b3b37b5 (patch) | |
tree | d9688ff241feb1908d00991d8980cc0cc47fd94a /doc | |
parent | 18b62d50194576f555c53ed5409b5a71fbfe5630 (diff) |
Document VisualServer.instances_cull_ray
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/VisualServer.xml | 2 |
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"> |