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-rw-r--r--doc/classes/KinematicBody.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index 299d54ed7c..9ef1d0cdb9 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -90,7 +90,7 @@
<argument index="5" name="infinite_inertia" type="bool" default="true">
</argument>
<description>
- 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.
+ 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 [KinematicBody] 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 [code]stop_on_slope[/code] is true, body will not slide on slopes if you include gravity in [code]linear_velocity[/code].