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Diffstat (limited to 'doc/classes/RigidBody3D.xml')
-rw-r--r-- | doc/classes/RigidBody3D.xml | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index 3ee3f25df1..148cdf96ee 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -8,6 +8,7 @@ You can switch the body's behavior using [member lock_rotation], [member freeze], and [member freeze_mode]. [b]Note:[/b] Don't change a RigidBody3D'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 may result in 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 function. See [member custom_integrator]. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> @@ -87,6 +88,7 @@ <param index="0" name="torque" type="Vector3" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. + [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia]. </description> </method> <method name="apply_torque_impulse"> @@ -95,6 +97,7 @@ <description> Applies a rotational impulse to the body without affecting the position. 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 (use the "_force" functions otherwise). + [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia]. </description> </method> <method name="get_colliding_bodies" qualifiers="const"> |