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-rw-r--r--doc/classes/RigidBody.xml7
1 files changed, 3 insertions, 4 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index ad5da50dd6..31254dd0ae 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -5,10 +5,9 @@
</brief_description>
<description>
This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
- This node can use custom force integration, for writing complex physics motion behavior per node.
- This node can shift state between regular Rigid body, Kinematic, Character or Static.
- Character mode forbids this node from being rotated.
- As a warning, don't change RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior.
+ A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
+ [b]Note:[/b] Don't change a RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
+ If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
</description>
<tutorials>
http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html