diff options
Diffstat (limited to 'doc/classes/KinematicBody.xml')
-rw-r--r-- | doc/classes/KinematicBody.xml | 2 |
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]. |