From 4da3a87f7d31dda644f6bd6dc300bd6e4f7eef79 Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Tue, 10 Aug 2021 11:48:19 -0700 Subject: Remove infinite inertia and ray shapes from CharacterBody Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead. --- doc/classes/PhysicsBody3D.xml | 12 ++++-------- 1 file changed, 4 insertions(+), 8 deletions(-) (limited to 'doc/classes/PhysicsBody3D.xml') diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index a2a68115d0..ea2553e28a 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -33,10 +33,8 @@ - - - - + + Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. @@ -62,10 +60,8 @@ - - - - + + Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur. [code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision (should there be one). -- cgit v1.2.3