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| author | Michael Alexsander Silva Dias | 2018-02-16 01:18:38 -0200 |
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| committer | Michael Alexsander Silva Dias | 2018-02-19 14:40:00 -0300 |
| commit | 50e6b3c0050c3f73efa2070291ee1720d7750c7f (patch) | |
| tree | d27229e5c83c86e29d754681f0f8f8dcc97a9869 /doc/classes/RigidBody.xml | |
| parent | 133942cfeb0279ca03ab9943459c5140ab1f1725 (diff) | |
| download | godot-50e6b3c0050c3f73efa2070291ee1720d7750c7f.tar.gz godot-50e6b3c0050c3f73efa2070291ee1720d7750c7f.tar.zst godot-50e6b3c0050c3f73efa2070291ee1720d7750c7f.zip | |
Made modifications to the RigidBody(2D) descriptions.
Diffstat (limited to 'doc/classes/RigidBody.xml')
| -rw-r--r-- | doc/classes/RigidBody.xml | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index ad5da50dd..31254dd0a 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -5,10 +5,9 @@ </brief_description> <description> This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc. - This node can use custom force integration, for writing complex physics motion behavior per node. - This node can shift state between regular Rigid body, Kinematic, Character or Static. - Character mode forbids this node from being rotated. - As a warning, don't change RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior. + A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic. + [b]Note:[/b] Don't change a RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. + If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator]. </description> <tutorials> http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html |
