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author | Patrick <patrick.exner1@web.de> | 2023-05-12 16:44:45 +0200 |
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committer | Patrick <patrick.exner1@web.de> | 2023-05-12 20:06:25 +0200 |
commit | c60e05694d5f48a145d201a2ba49d5573b74d682 (patch) | |
tree | 136d4bf9e6830e666c85656543149d46d4fc9182 | |
parent | 20ed51a9129f97bb8d001262155fb3ccfc1e3c89 (diff) | |
download | redot-engine-c60e05694d5f48a145d201a2ba49d5573b74d682.tar.gz |
Mention "Spatial" rename to "Node3D" in Godot 4
-rw-r--r-- | doc/classes/Node3D.xml | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 27cb3915ee..b4857bacde 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -7,6 +7,7 @@ Most basic 3D game object, with a [Transform3D] and visibility settings. All other 3D game objects inherit from Node3D. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project. Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system. [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg_to_rad]. + [b]Note:[/b] Be aware that "Spatial" nodes are now called "Node3D" starting with Godot 4. Any Godot 3.x references to "Spatial" nodes refer to "Node3D" in Godot 4. </description> <tutorials> <link title="Introduction to 3D">$DOCS_URL/tutorials/3d/introduction_to_3d.html</link> |