diff --git a/doc/classes/Joint3D.xml b/doc/classes/Joint3D.xml
index 950129806a..0e56c69f1f 100644
--- a/doc/classes/Joint3D.xml
+++ b/doc/classes/Joint3D.xml
@@ -31,6 +31,7 @@
The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This property is ignored when using Jolt Physics.
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index b603161ecc..c49ad32bec 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -868,6 +868,7 @@
Gets the priority value of the Joint3D.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This method always returns [code]1[/code] when using Jolt Physics, as it does not support joint solver priority.
@@ -941,6 +942,7 @@
Sets the priority value of the Joint3D.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This method has no effect when using Jolt Physics, as it does not support joint solver priority.
@@ -1457,18 +1459,20 @@
Represents the size of the [enum JointType] enum.
- The strength with which the pinned objects try to stay in positional relation to each other.
- The higher, the stronger.
+ The strength with which the pinned objects try to stay in positional relation to each other. The higher, the stronger.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
- The strength with which the pinned objects try to stay in velocity relation to each other.
- The higher, the stronger.
+ The strength with which the pinned objects try to stay in velocity relation to each other. The higher, the stronger.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
If above 0, this value is the maximum value for an impulse that this Joint3D puts on its ends.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The speed with which the two bodies get pulled together when they move in different directions.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The maximum rotation across the Hinge.
@@ -1478,11 +1482,14 @@
The speed with which the rotation across the axis perpendicular to the hinge gets corrected.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The lower this value, the more the rotation gets slowed down.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
Target speed for the motor.
@@ -1504,63 +1511,83 @@
A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of restitution once the limits are surpassed. The lower, the more velocity-energy gets lost.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of damping once the slider limits are surpassed.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of restitution inside the slider limits.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of damping inside the slider limits.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
A factor applied to the movement across axes orthogonal to the slider.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of restitution when movement is across axes orthogonal to the slider.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of damping when movement is across axes orthogonal to the slider.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The upper limit of rotation in the slider.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The lower limit of rotation in the slider.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
A factor applied to the all rotation once the limit is surpassed.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of restitution of the rotation when the limit is surpassed.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of damping of the rotation when the limit is surpassed.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
A factor that gets applied to the all rotation in the limits.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of restitution of the rotation in the limits.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of damping of the rotation in the limits.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
A factor that gets applied to the all rotation across axes orthogonal to the slider.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of restitution of the rotation across axes orthogonal to the slider.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of damping of the rotation across axes orthogonal to the slider.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
Represents the size of the [enum SliderJointParam] enum.
@@ -1568,22 +1595,22 @@
Swing is rotation from side to side, around the axis perpendicular to the twist axis.
The swing span defines, how much rotation will not get corrected along the swing axis.
- Could be defined as looseness in the [ConeTwistJoint3D].
- If below 0.05, this behavior is locked.
+ Could be defined as looseness in the [ConeTwistJoint3D]. If below 0.05, this behavior is locked.
- Twist is the rotation around the twist axis, this value defined how far the joint can twist.
- Twist is locked if below 0.05.
+ Twist is the rotation around the twist axis, this value defined how far the joint can twist. Twist is locked if below 0.05.
- The speed with which the swing or twist will take place.
- The higher, the faster.
+ The speed with which the swing or twist will take place. The higher, the faster.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The ease with which the Joint3D twists, if it's too low, it takes more force to twist the joint.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
Defines, how fast the swing- and twist-speed-difference on both sides gets synced.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The minimum difference between the pivot points' axes.
@@ -1593,12 +1620,15 @@
A factor that gets applied to the movement across the axes. The lower, the slower the movement.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of restitution on the axes movement. The lower, the more velocity-energy gets lost.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of damping that happens at the linear motion across the axes.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The velocity that the joint's linear motor will attempt to reach.
@@ -1620,18 +1650,23 @@
A factor that gets multiplied onto all rotations across the axes.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of rotational damping across the axes. The lower, the more damping occurs.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The amount of rotational restitution across the axes. The lower, the more restitution occurs.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
The maximum amount of force that can occur, when rotating around the axes.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
When correcting the crossing of limits in rotation across the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
Target speed for the motor at the axes.
@@ -1853,9 +1888,11 @@
Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index c54528d08f..2709286bb6 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2553,9 +2553,11 @@
Threshold linear velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This project setting is ignored when using Jolt Physics.
Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION].
+ [b]Note:[/b] Only supported when using GodotPhysics3D. This project setting is ignored when using Jolt Physics.
Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_SEPARATION].
@@ -2639,28 +2641,36 @@
Threshold angular velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
+ [b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
Threshold linear velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
+ [b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION].
+ [b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_SEPARATION].
+ [b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
Maximum distance a pair of bodies has to move before their collision status has to be recalculated. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS].
+ [b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
Default solver bias for all physics contacts. Defines how much bodies react to enforce contact separation. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_DEFAULT_BIAS].
Individual shapes can have a specific bias value (see [member Shape3D.custom_solver_bias]).
+ [b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
Number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance. See [constant PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS].
+ [b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
Time (in seconds) of inactivity before which a 3D physics body will put to sleep. See [constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP].
+ [b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
Enables [member Viewport.physics_object_picking] on the root viewport.
diff --git a/doc/classes/Shape3D.xml b/doc/classes/Shape3D.xml
index b82620139a..185c0930fd 100644
--- a/doc/classes/Shape3D.xml
+++ b/doc/classes/Shape3D.xml
@@ -22,6 +22,7 @@
The shape's custom solver bias. Defines how much bodies react to enforce contact separation when this shape is involved.
When set to [code]0[/code], the default value from [member ProjectSettings.physics/3d/solver/default_contact_bias] is used.
+ [b]Note:[/b] [member custom_solver_bias] is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
The collision margin for the shape. This is not used in Godot Physics.