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Diffstat (limited to 'doc/classes/KinematicBody.xml')
-rw-r--r-- | doc/classes/KinematicBody.xml | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index 4aec75d89f..299d54ed7c 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="KinematicBody" inherits="PhysicsBody" category="Core" version="3.1"> +<class name="KinematicBody" inherits="PhysicsBody" category="Core" version="3.2"> <brief_description> Kinematic body 3D node. </brief_description> @@ -93,10 +93,11 @@ Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody[/code] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes. [code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity. [code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games. - If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes. + If [code]stop_on_slope[/code] is true, body will not slide on slopes if you include gravity in [code]linear_velocity[/code]. If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops. [code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees. - Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use [method get_slide_collision]. + If [code]infinite_inertia[/code] is true, body will be able to push [RigidBody] nodes, but it won't also detect any collisions with them. When false, it will interact with [RigidBody] nodes like with [StaticBody]. + Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use [method get_slide_collision]. </description> </method> <method name="move_and_slide_with_snap"> |