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-rw-r--r--doc/classes/RigidBody2D.xml5
1 files changed, 3 insertions, 2 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index db16552db3..40b5a706c7 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RigidBody2D" inherits="PhysicsBody2D" version="4.0">
<brief_description>
- A body that is controlled by the 2D physics engine.
+ Physics Body which is moved by 2D physics simulation. Useful for objects that have gravity and can be pushed by other objects.
</brief_description>
<description>
This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
@@ -131,6 +131,7 @@
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody2D.Mode" default="0">
The body's mode. See [enum Mode] for possible values.
+ For a body that uses only Static or Kinematic mode, use [StaticBody2D] or [AnimatableBody2D] instead.
</member>
<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override">
The physics material override for the body.
@@ -199,7 +200,7 @@
Locked dynamic body mode. Similar to [constant MODE_DYNAMIC], but the body can not rotate.
</constant>
<constant name="MODE_KINEMATIC" value="3" enum="Mode">
- Kinematic body mode. The body behaves like a [StaticBody2D] with [member StaticBody2D.kinematic_motion] enabled, and must be moved by user code.
+ Kinematic body mode. The body behaves like a [AnimatableBody2D], and must be moved by code.
</constant>
<constant name="CCD_MODE_DISABLED" value="0" enum="CCDMode">
Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.