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authorAndreas Haas2017-10-09 06:10:25 +0200
committerGitHub2017-10-09 06:10:25 +0200
commit645884b4db09c44f1e169214fcaaa84303bef368 (patch)
treefd150d04233cd61a6556004d09e95b8640354167
parentdc6bb74c4638be6989dcb042895af9c75682f0c5 (diff)
parent6d2abb487768ce9c4fae7b17528868f17443aeb9 (diff)
downloadgodot-645884b4db09c44f1e169214fcaaa84303bef368.tar.gz
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-rw-r--r--doc/classes/Camera2D.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml
index 228b6ebf9..c627112af 100644
--- a/doc/classes/Camera2D.xml
+++ b/doc/classes/Camera2D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of [CanvasItem] based nodes.
- This node is intended to be a simple helper get get things going quickly and it may happen often that more functionality is desired to change how the camera works. To make your own custom camera node, simply inherit from [Node2D] and change the transform of the canvas by calling get_viewport().set_canvas_transform(m) in [Viewport].
+ This node is intended to be a simple helper to get things going quickly and it may happen often that more functionality is desired to change how the camera works. To make your own custom camera node, simply inherit from [Node2D] and change the transform of the canvas by calling get_viewport().set_canvas_transform(m) in [Viewport].
</description>
<tutorials>
</tutorials>