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Diffstat (limited to 'doc/classes/ShapeCast3D.xml')
-rw-r--r-- | doc/classes/ShapeCast3D.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/ShapeCast3D.xml b/doc/classes/ShapeCast3D.xml index 907ae73055..6adf033528 100644 --- 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> |