diff options
-rw-r--r-- | doc/classes/CharacterBody2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/CharacterBody3D.xml | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index 28060f6579..63d493248f 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -183,7 +183,7 @@ If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically. </member> <member name="up_direction" type="Vector2" setter="set_up_direction" getter="get_up_direction" default="Vector2(0, -1)"> - Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector2.UP[/code]. If set to [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games. + Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling [method move_and_slide]. Defaults to [code]Vector2.UP[/code]. As the vector will be normalized it can't be equal to [constant Vector2.ZERO], if you want all collisions to be reported as walls, consider using [constant MOTION_MODE_FLOATING] as [member motion_mode]. </member> <member name="velocity" type="Vector2" setter="set_velocity" getter="get_velocity" default="Vector2(0, 0)"> Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide]. diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 4895e2cff7..6c5cd62fe1 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -168,7 +168,7 @@ If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically. </member> <member name="up_direction" type="Vector3" setter="set_up_direction" getter="get_up_direction" default="Vector3(0, 1, 0)"> - Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector3.UP[/code]. If set to [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games. + Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling [method move_and_slide]. Defaults to [code]Vector3.UP[/code]. As the vector will be normalized it can't be equal to [constant Vector3.ZERO], if you want all collisions to be reported as walls, consider using [constant MOTION_MODE_FLOATING] as [member motion_mode]. </member> <member name="velocity" type="Vector3" setter="set_velocity" getter="get_velocity" default="Vector3(0, 0, 0)"> Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide]. |