Merge pull request #16738 from YeldhamDev/rigidbodies_descriptions
Made modifications to the RigidBody(2D) descriptions
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2 changed files with 4 additions and 9 deletions
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</brief_description>
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<description>
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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.
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This node can use custom force integration, for writing complex physics motion behavior per node.
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This node can shift state between regular Rigid body, Kinematic, Character or Static.
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Character mode forbids this node from being rotated.
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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.
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A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
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[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.
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If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
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</description>
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<tutorials>
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http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
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