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Diffstat (limited to 'doc/classes/CollisionObject2D.xml')
-rw-r--r-- | doc/classes/CollisionObject2D.xml | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml index 4353d97597..832f47e2bb 100644 --- a/doc/classes/CollisionObject2D.xml +++ b/doc/classes/CollisionObject2D.xml @@ -206,6 +206,9 @@ The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> + <member name="collision_priority" type="float" setter="set_collision_priority" getter="get_collision_priority" default="1.0"> + The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level. + </member> <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject2D.DisableMode" default="0"> Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. </member> |