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author | Mikael Hermansson <mikael@hermansson.io> | 2023-03-18 17:17:11 +0100 |
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committer | Mikael Hermansson <mikael@hermansson.io> | 2023-03-18 20:35:42 +0100 |
commit | 33a6c80abb6d0533d1676db61f5b8695449d6b4f (patch) | |
tree | 3aa61969b41037c3359726c1c6f08ff5632c7963 | |
parent | a7d0e18a317085068c43be29bca1d280d03423a2 (diff) | |
download | redot-engine-33a6c80abb6d0533d1676db61f5b8695449d6b4f.tar.gz |
Change documentation of `Shape3D.margin` to reflect current situation
-rw-r--r-- | doc/classes/Shape3D.xml | 2 |
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> |