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-rw-r--r--doc/classes/PhysicsDirectSpaceState.xml6
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml
index 1fd00fa21c..118010b3cf 100644
--- a/doc/classes/PhysicsDirectSpaceState.xml
+++ b/doc/classes/PhysicsDirectSpaceState.xml
@@ -7,7 +7,7 @@
Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<demos>
</demos>
@@ -20,8 +20,8 @@
<argument index="1" name="motion" type="Vector3">
</argument>
<description>
- Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [1, 1].
- If the shape can not move, the returned array will be [0, 0].
+ Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code].
+ If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics.
</description>
</method>
<method name="collide_shape">