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-rw-r--r--doc/classes/RigidBody2D.xml12
1 files changed, 6 insertions, 6 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 2bc3fd726b..e0ca6084e6 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -484,18 +484,18 @@
</signal>
</signals>
<constants>
- <constant name="MODE_STATIC" value="1">
- Static mode. The body behaves like a [StaticBody2D] and does not move.
- </constant>
- <constant name="MODE_KINEMATIC" value="3">
- Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved by code.
- </constant>
<constant name="MODE_RIGID" value="0">
Rigid mode. The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
</constant>
+ <constant name="MODE_STATIC" value="1">
+ Static mode. The body behaves like a [StaticBody2D] and does not move.
+ </constant>
<constant name="MODE_CHARACTER" value="2">
Character mode. Similar to [code]MODE_RIGID[/code], but the body can not rotate.
</constant>
+ <constant name="MODE_KINEMATIC" value="3">
+ Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved by code.
+ </constant>
<constant name="CCD_MODE_DISABLED" value="0">
Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
</constant>