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-rw-r--r--doc/classes/ShapeCast3D.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/ShapeCast3D.xml b/doc/classes/ShapeCast3D.xml
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--- a/doc/classes/ShapeCast3D.xml
+++ b/doc/classes/ShapeCast3D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
- Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area3D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area3D] nodes, and when using the signals creates unnecessary complexity.
+ Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics frame[/b]. This also helps to overcome some limitations of [Area3D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area3D] nodes, and when using the signals creates unnecessary complexity.
The node can detect multiple collision objects, but it's usually used to detect the first collision.
[b]Note:[/b] Shape casting is more computationally expensive compared to ray casting.
</description>