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authorRémi Verschelde <rverschelde@gmail.com>2020-08-31 15:32:44 +0200
committerGitHub <noreply@github.com>2020-08-31 15:32:44 +0200
commit2cfc5b8680bf7c1f75b02f83f7ecc26d1e49021f (patch)
treed10d870a47d906a632c594815010b5989e57133e /doc/classes/TileMap.xml
parent0b4a325ddc2614f1c17a7873bf13f8bbdc3d3a95 (diff)
parentc73c327babce096faa083ade0e308a35bd0a6759 (diff)
downloadredot-engine-2cfc5b8680bf7c1f75b02f83f7ecc26d1e49021f.tar.gz
Merge pull request #40993 from Calinou/doc-collision-layer-mask
Reference the online documentation in collision layer/mask properties
Diffstat (limited to 'doc/classes/TileMap.xml')
-rw-r--r--doc/classes/TileMap.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 82eb305203..2780545f55 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -287,10 +287,10 @@
Friction value for static body collisions (see [code]collision_use_kinematic[/code]).
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
- The collision layer(s) for all colliders in the TileMap.
+ The collision layer(s) for all colliders in the TileMap. 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.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The collision mask(s) for all colliders in the TileMap.
+ The collision mask(s) for all colliders in the TileMap. 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.
</member>
<member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic" default="false">
If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body.