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-rw-r--r--doc/classes/KinematicBody2D.xml2
-rw-r--r--doc/classes/Tween.xml2
2 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index b94304b9a8..f1aac2c765 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -138,7 +138,7 @@
If the body is at least this close to another body, this body will consider them to be colliding.
</member>
<member name="motion/sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled">
- If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms.
+ If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method move_and_slide] or [method move_and_collide] functions.
</member>
</members>
<constants>
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index c3af586b21..f5f50a75b1 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -13,7 +13,7 @@
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
[/codeblock]
- Many methods require a property name, such as "position" above. You can find the correct property name by hovering over the property in the Inspector.
+ Many methods require a property name, such as "position" above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using "property:component" (eg. [code]position:x[/code]), where it would only apply to that particular component.
Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [code]http://easings.net/[/code] for some examples). The second accepts an [enum EaseType] constant, and controls the where [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [code]EASE_IN_OUT[/code], and use the one that looks best.
</description>
<tutorials>