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-rw-r--r--doc/classes/SoftDynamicBody3D.xml9
1 files changed, 5 insertions, 4 deletions
diff --git a/doc/classes/SoftDynamicBody3D.xml b/doc/classes/SoftDynamicBody3D.xml
index f999f77e78..86552f30f6 100644
--- a/doc/classes/SoftDynamicBody3D.xml
+++ b/doc/classes/SoftDynamicBody3D.xml
@@ -1,13 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SoftDynamicBody3D" inherits="MeshInstance3D" version="4.0">
+<class name="SoftDynamicBody3D" inherits="MeshInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A soft mesh physics body.
</brief_description>
<description>
A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
+ [b]Note:[/b] There are many known bugs in [SoftDynamicBody3D]. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies).
</description>
<tutorials>
- <link title="SoftBody">https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html</link>
+ <link title="SoftBody">$DOCS_URL/tutorials/physics/soft_body.html</link>
</tutorials>
<methods>
<method name="add_collision_exception_with">
@@ -92,11 +93,11 @@
<members>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The physics layers this SoftDynamicBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
- [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The physics layers this SoftDynamicBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
- [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01">
</member>