feat: godot-engine-source-4.3-stable
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engine/doc/classes/SeparationRayShape2D.xml
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engine/doc/classes/SeparationRayShape2D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SeparationRayShape2D" inherits="Shape2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A 2D ray shape used for physics collision that tries to separate itself from any collider.
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</brief_description>
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<description>
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A 2D ray shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape2D]. When a [SeparationRayShape2D] collides with an object, it tries to separate itself from it by moving its endpoint to the collision point. For example, a [SeparationRayShape2D] next to a character can allow it to instantly move up when touching stairs.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="length" type="float" setter="set_length" getter="get_length" default="20.0">
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The ray's length.
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</member>
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<member name="slide_on_slope" type="bool" setter="set_slide_on_slope" getter="get_slide_on_slope" default="false">
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If [code]false[/code] (default), the shape always separates and returns a normal along its own direction.
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If [code]true[/code], the shape can return the correct normal and separate in any direction, allowing sliding motion on slopes.
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</member>
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</members>
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</class>
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