summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorMikael Hermansson <mikael@hermansson.io>2023-03-18 17:17:11 +0100
committerMikael Hermansson <mikael@hermansson.io>2023-03-18 20:35:42 +0100
commit33a6c80abb6d0533d1676db61f5b8695449d6b4f (patch)
tree3aa61969b41037c3359726c1c6f08ff5632c7963
parenta7d0e18a317085068c43be29bca1d280d03423a2 (diff)
downloadredot-engine-33a6c80abb6d0533d1676db61f5b8695449d6b4f.tar.gz
Change documentation of `Shape3D.margin` to reflect current situation
-rw-r--r--doc/classes/Shape3D.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/Shape3D.xml b/doc/classes/Shape3D.xml
index dd75729ae9..dee428ccad 100644
--- a/doc/classes/Shape3D.xml
+++ b/doc/classes/Shape3D.xml
@@ -23,7 +23,7 @@
When set to [code]0[/code], the default value from [member ProjectSettings.physics/3d/solver/default_contact_bias] is used.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">
- The collision margin for the shape. Used in Bullet Physics only.
+ The collision margin for the shape. This is not used in Godot Physics.
Collision margins allow collision detection to be more efficient by adding an extra shell around shapes. Collision algorithms are more expensive when objects overlap by more than their margin, so a higher value for margins is better for performance, at the cost of accuracy around edges as it makes them less sharp.
</member>
</members>