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-rw-r--r--doc/classes/RigidBody.xml6
1 files changed, 2 insertions, 4 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index 3f28156915..25b896ec3a 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RigidBody" inherits="PhysicsBody" category="Core" version="3.1">
+<class name="RigidBody" inherits="PhysicsBody" category="Core" version="3.2">
<brief_description>
Physics Body whose position is determined through physics simulation in 3D space.
</brief_description>
@@ -12,8 +12,6 @@
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
- <demos>
- </demos>
<methods>
<method name="_integrate_forces" qualifiers="virtual">
<return type="void">
@@ -72,7 +70,7 @@
<argument index="1" name="impulse" type="Vector3">
</argument>
<description>
- Applies a positioned impulse which will be affected by the body mass and shape. This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the position are in global coordinates, and the position is relative to the object's origin.
+ Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin.
</description>
</method>
<method name="apply_torque_impulse">