diff options
Diffstat (limited to 'doc/classes/PhysicsDirectSpaceState.xml')
-rw-r--r-- | doc/classes/PhysicsDirectSpaceState.xml | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml index c4dc103b72..1a3324bf0e 100644 --- a/doc/classes/PhysicsDirectSpaceState.xml +++ b/doc/classes/PhysicsDirectSpaceState.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="PhysicsDirectSpaceState" inherits="Object" category="Core" version="3.1"> +<class name="PhysicsDirectSpaceState" inherits="Object" category="Core" version="3.2"> <brief_description> Direct access object to a space in the [PhysicsServer]. </brief_description> @@ -9,8 +9,6 @@ <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> - <demos> - </demos> <methods> <method name="cast_motion"> <return type="Array"> @@ -21,7 +19,7 @@ </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 [code][1, 1][/code]. - If the shape can not move, the returned array will be [code][0, 0][/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"> |