From 068300c7c98600c87d0ccc78c4bdd66ad017f7fe Mon Sep 17 00:00:00 2001 From: jmb462 Date: Sun, 28 Feb 2021 22:15:52 +0100 Subject: Adding Raycast3D custom debug shape thickness and color --- doc/classes/RayCast3D.xml | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'doc/classes') diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index d24e86a08b..681cfcd4ce 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -136,6 +136,13 @@ The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. 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. + + The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something. + If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used. + + + If set to [code]1[/code], a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug shape to be visible at run-time. + If [code]true[/code], collisions will be reported. -- cgit v1.2.3