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Diffstat (limited to 'doc/classes/GPUParticlesCollisionHeightField3D.xml')
-rw-r--r-- | doc/classes/GPUParticlesCollisionHeightField3D.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/GPUParticlesCollisionHeightField3D.xml b/doc/classes/GPUParticlesCollisionHeightField3D.xml index 72d273112e..6e996d5fbd 100644 --- a/doc/classes/GPUParticlesCollisionHeightField3D.xml +++ b/doc/classes/GPUParticlesCollisionHeightField3D.xml @@ -7,7 +7,7 @@ Real-time heightmap-shaped 3D particle attractor affecting [GPUParticles3D] nodes. Heightmap shapes allow for efficiently representing collisions for convex and concave objects with a single "floor" (such as terrain). This is less flexible than [GPUParticlesCollisionSDF3D], but it doesn't require a baking step. [GPUParticlesCollisionHeightField3D] can also be regenerated in real-time when it is moved, when the camera moves, or even continuously. This makes [GPUParticlesCollisionHeightField3D] a good choice for weather effects such as rain and snow and games with highly dynamic geometry. However, since heightmaps cannot represent overhangs, [GPUParticlesCollisionHeightField3D] is not suited for indoor particle collision. - [b]Note:[/b] [member ParticlesMaterial.collision_mode] must be [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> |