aboutsummaryrefslogtreecommitdiff
path: root/doc/classes/RigidBody2D.xml
diff options
context:
space:
mode:
authorMichael Alexsander Silva Dias2018-02-16 01:18:38 -0200
committerHein-Pieter van Braam2018-02-19 22:28:47 +0100
commit237cf72f89251a385e7ee3805c55ffb4702adeed (patch)
treef50d96ffc3a5d9a6838411de677e8e923e979c40 /doc/classes/RigidBody2D.xml
parent5c2b2ca95bdb144a034d6c69896b37c6e1ce6375 (diff)
downloadgodot-237cf72f89251a385e7ee3805c55ffb4702adeed.tar.gz
godot-237cf72f89251a385e7ee3805c55ffb4702adeed.tar.zst
godot-237cf72f89251a385e7ee3805c55ffb4702adeed.zip
Made modifications to the RigidBody(2D) descriptions.
(cherry picked from commit 50e6b3c0050c3f73efa2070291ee1720d7750c7f)
Diffstat (limited to '')
-rw-r--r--doc/classes/RigidBody2D.xml6
1 files changed, 1 insertions, 5 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 67ae92c66..915a711bb 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -5,11 +5,7 @@
</brief_description>
<description>
This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
- A RigidBody2D has 4 behavior modes (see [member mode]):
- - [b]Rigid[/b]: The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
- - [b]Static[/b]: The body behaves like a [StaticBody2D] and does not move.
- - [b]Character[/b]: Similar to [code]Rigid[/code] mode, but the body can not rotate.
- - [b]Kinematic[/b]: The body behaves like a [KinematicBody2D], and must be moved by code.
+ A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. 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>