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-rw-r--r--doc/classes/RigidBody2D.xml1
-rw-r--r--doc/classes/RigidBody3D.xml1
-rw-r--r--doc/classes/TouchScreenButton.xml6
3 files changed, 6 insertions, 2 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index a7efba518c..1fbcccdbb5 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -9,6 +9,7 @@
[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime.
If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See [member custom_integrator].
+ The center of mass is always located at the node's origin without taking into account the [CollisionShape2D] centroid offsets.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 933885ba77..d53d6b001c 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -8,6 +8,7 @@
A RigidBody3D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
[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].
+ With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
diff --git a/doc/classes/TouchScreenButton.xml b/doc/classes/TouchScreenButton.xml
index c7f886b3f2..355804f2a3 100644
--- a/doc/classes/TouchScreenButton.xml
+++ b/doc/classes/TouchScreenButton.xml
@@ -1,10 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TouchScreenButton" inherits="Node2D" version="4.0">
<brief_description>
- Button for touch screen devices.
+ Button for touch screen devices for gameplay use.
</brief_description>
<description>
- Button for touch screen devices. You can set it to be visible on all screens, or only on touch devices.
+ TouchScreenButton allows you to create on-screen buttons for touch devices. It's intended for gameplay use, such as a unit you have to touch to move.
+ This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot set anchors on it. If you want to create menus or user interfaces, you may want to use [Button] nodes instead. To make button nodes react to touch events, you can enable the Emulate Mouse option in the Project Settings.
+ You can configure TouchScreenButton to be visible only on touch devices, helping you develop your game both for desktop and mobile devices.
</description>
<tutorials>
</tutorials>