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-rw-r--r--doc/classes/PhysicsDirectSpaceState.xml6
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">