Document project settings that only have an effect when using GodotPhysics3D
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4 changed files with 59 additions and 10 deletions
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@ -31,6 +31,7 @@
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</member>
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<member name="solver_priority" type="int" setter="set_solver_priority" getter="get_solver_priority" default="1">
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The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This property is ignored when using Jolt Physics.
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</member>
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</members>
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</class>
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@ -868,6 +868,7 @@
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<param index="0" name="joint" type="RID" />
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<description>
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Gets the priority value of the Joint3D.
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[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.
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</description>
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</method>
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<method name="joint_get_type" qualifiers="const">
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@ -941,6 +942,7 @@
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<param index="1" name="priority" type="int" />
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<description>
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Sets the priority value of the Joint3D.
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[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.
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</description>
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</method>
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<method name="pin_joint_get_local_a" qualifiers="const">
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@ -1457,18 +1459,20 @@
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Represents the size of the [enum JointType] enum.
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</constant>
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<constant name="PIN_JOINT_BIAS" value="0" enum="PinJointParam">
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The strength with which the pinned objects try to stay in positional relation to each other.
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The higher, the stronger.
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The strength with which the pinned objects try to stay in positional relation to each other. The higher, the stronger.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="PIN_JOINT_DAMPING" value="1" enum="PinJointParam">
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The strength with which the pinned objects try to stay in velocity relation to each other.
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The higher, the stronger.
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The strength with which the pinned objects try to stay in velocity relation to each other. The higher, the stronger.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="PIN_JOINT_IMPULSE_CLAMP" value="2" enum="PinJointParam">
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If above 0, this value is the maximum value for an impulse that this Joint3D puts on its ends.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="HINGE_JOINT_BIAS" value="0" enum="HingeJointParam">
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The speed with which the two bodies get pulled together when they move in different directions.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="HINGE_JOINT_LIMIT_UPPER" value="1" enum="HingeJointParam">
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The maximum rotation across the Hinge.
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@ -1478,11 +1482,14 @@
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</constant>
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<constant name="HINGE_JOINT_LIMIT_BIAS" value="3" enum="HingeJointParam">
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The speed with which the rotation across the axis perpendicular to the hinge gets corrected.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="HINGE_JOINT_LIMIT_SOFTNESS" value="4" enum="HingeJointParam">
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="HINGE_JOINT_LIMIT_RELAXATION" value="5" enum="HingeJointParam">
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The lower this value, the more the rotation gets slowed down.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="HINGE_JOINT_MOTOR_TARGET_VELOCITY" value="6" enum="HingeJointParam">
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Target speed for the motor.
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@ -1504,63 +1511,83 @@
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</constant>
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<constant name="SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS" value="2" enum="SliderJointParam">
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A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION" value="3" enum="SliderJointParam">
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The amount of restitution once the limits are surpassed. The lower, the more velocity-energy gets lost.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_LINEAR_LIMIT_DAMPING" value="4" enum="SliderJointParam">
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The amount of damping once the slider limits are surpassed.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_LINEAR_MOTION_SOFTNESS" value="5" enum="SliderJointParam">
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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.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_LINEAR_MOTION_RESTITUTION" value="6" enum="SliderJointParam">
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The amount of restitution inside the slider limits.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_LINEAR_MOTION_DAMPING" value="7" enum="SliderJointParam">
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The amount of damping inside the slider limits.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS" value="8" enum="SliderJointParam">
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A factor applied to the movement across axes orthogonal to the slider.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION" value="9" enum="SliderJointParam">
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The amount of restitution when movement is across axes orthogonal to the slider.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING" value="10" enum="SliderJointParam">
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The amount of damping when movement is across axes orthogonal to the slider.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_ANGULAR_LIMIT_UPPER" value="11" enum="SliderJointParam">
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The upper limit of rotation in the slider.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_ANGULAR_LIMIT_LOWER" value="12" enum="SliderJointParam">
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The lower limit of rotation in the slider.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS" value="13" enum="SliderJointParam">
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A factor applied to the all rotation once the limit is surpassed.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION" value="14" enum="SliderJointParam">
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The amount of restitution of the rotation when the limit is surpassed.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_ANGULAR_LIMIT_DAMPING" value="15" enum="SliderJointParam">
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The amount of damping of the rotation when the limit is surpassed.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS" value="16" enum="SliderJointParam">
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A factor that gets applied to the all rotation in the limits.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION" value="17" enum="SliderJointParam">
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The amount of restitution of the rotation in the limits.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_ANGULAR_MOTION_DAMPING" value="18" enum="SliderJointParam">
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The amount of damping of the rotation in the limits.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS" value="19" enum="SliderJointParam">
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A factor that gets applied to the all rotation across axes orthogonal to the slider.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION" value="20" enum="SliderJointParam">
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The amount of restitution of the rotation across axes orthogonal to the slider.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING" value="21" enum="SliderJointParam">
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The amount of damping of the rotation across axes orthogonal to the slider.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SLIDER_JOINT_MAX" value="22" enum="SliderJointParam">
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Represents the size of the [enum SliderJointParam] enum.
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@ -1568,22 +1595,22 @@
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<constant name="CONE_TWIST_JOINT_SWING_SPAN" value="0" enum="ConeTwistJointParam">
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Swing is rotation from side to side, around the axis perpendicular to the twist axis.
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The swing span defines, how much rotation will not get corrected along the swing axis.
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Could be defined as looseness in the [ConeTwistJoint3D].
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If below 0.05, this behavior is locked.
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Could be defined as looseness in the [ConeTwistJoint3D]. If below 0.05, this behavior is locked.
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</constant>
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<constant name="CONE_TWIST_JOINT_TWIST_SPAN" value="1" enum="ConeTwistJointParam">
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Twist is the rotation around the twist axis, this value defined how far the joint can twist.
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Twist is locked if below 0.05.
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Twist is the rotation around the twist axis, this value defined how far the joint can twist. Twist is locked if below 0.05.
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</constant>
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<constant name="CONE_TWIST_JOINT_BIAS" value="2" enum="ConeTwistJointParam">
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The speed with which the swing or twist will take place.
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The higher, the faster.
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The speed with which the swing or twist will take place. The higher, the faster.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="CONE_TWIST_JOINT_SOFTNESS" value="3" enum="ConeTwistJointParam">
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The ease with which the Joint3D twists, if it's too low, it takes more force to twist the joint.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="CONE_TWIST_JOINT_RELAXATION" value="4" enum="ConeTwistJointParam">
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Defines, how fast the swing- and twist-speed-difference on both sides gets synced.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="G6DOF_JOINT_LINEAR_LOWER_LIMIT" value="0" enum="G6DOFJointAxisParam">
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The minimum difference between the pivot points' axes.
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@ -1593,12 +1620,15 @@
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</constant>
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<constant name="G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS" value="2" enum="G6DOFJointAxisParam">
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A factor that gets applied to the movement across the axes. The lower, the slower the movement.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="G6DOF_JOINT_LINEAR_RESTITUTION" value="3" enum="G6DOFJointAxisParam">
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The amount of restitution on the axes movement. The lower, the more velocity-energy gets lost.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="G6DOF_JOINT_LINEAR_DAMPING" value="4" enum="G6DOFJointAxisParam">
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The amount of damping that happens at the linear motion across the axes.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY" value="5" enum="G6DOFJointAxisParam">
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The velocity that the joint's linear motor will attempt to reach.
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@ -1620,18 +1650,23 @@
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</constant>
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<constant name="G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS" value="12" enum="G6DOFJointAxisParam">
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A factor that gets multiplied onto all rotations across the axes.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="G6DOF_JOINT_ANGULAR_DAMPING" value="13" enum="G6DOFJointAxisParam">
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The amount of rotational damping across the axes. The lower, the more damping occurs.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="G6DOF_JOINT_ANGULAR_RESTITUTION" value="14" enum="G6DOFJointAxisParam">
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The amount of rotational restitution across the axes. The lower, the more restitution occurs.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="G6DOF_JOINT_ANGULAR_FORCE_LIMIT" value="15" enum="G6DOFJointAxisParam">
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The maximum amount of force that can occur, when rotating around the axes.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="G6DOF_JOINT_ANGULAR_ERP" value="16" enum="G6DOFJointAxisParam">
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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.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY" value="17" enum="G6DOFJointAxisParam">
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Target speed for the motor at the axes.
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</constant>
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<constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
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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.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="5" enum="SpaceParameter">
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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.
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[b]Note:[/b] Only supported when using GodotPhysics3D. This parameter is ignored when using Jolt Physics.
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</constant>
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<constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="6" enum="SpaceParameter">
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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.
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</member>
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<member name="physics/2d/sleep_threshold_linear" type="float" setter="" getter="" default="2.0">
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Threshold linear velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
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[b]Note:[/b] Only supported when using GodotPhysics3D. This project setting is ignored when using Jolt Physics.
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</member>
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<member name="physics/2d/solver/contact_max_allowed_penetration" type="float" setter="" getter="" default="0.3">
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Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION].
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[b]Note:[/b] Only supported when using GodotPhysics3D. This project setting is ignored when using Jolt Physics.
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</member>
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<member name="physics/2d/solver/contact_max_separation" type="float" setter="" getter="" default="1.5">
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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].
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</member>
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<member name="physics/3d/sleep_threshold_angular" type="float" setter="" getter="" default="0.13962634">
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Threshold angular velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
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[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
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</member>
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<member name="physics/3d/sleep_threshold_linear" type="float" setter="" getter="" default="0.1">
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Threshold linear velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
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[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
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</member>
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<member name="physics/3d/solver/contact_max_allowed_penetration" type="float" setter="" getter="" default="0.01">
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Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION].
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[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
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</member>
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<member name="physics/3d/solver/contact_max_separation" type="float" setter="" getter="" default="0.05">
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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].
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[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
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</member>
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<member name="physics/3d/solver/contact_recycle_radius" type="float" setter="" getter="" default="0.01">
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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].
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[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
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</member>
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<member name="physics/3d/solver/default_contact_bias" type="float" setter="" getter="" default="0.8">
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Default solver bias for all physics contacts. Defines how much bodies react to enforce contact separation. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_DEFAULT_BIAS].
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Individual shapes can have a specific bias value (see [member Shape3D.custom_solver_bias]).
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[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
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</member>
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<member name="physics/3d/solver/solver_iterations" type="int" setter="" getter="" default="16">
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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].
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[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
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</member>
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<member name="physics/3d/time_before_sleep" type="float" setter="" getter="" default="0.5">
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Time (in seconds) of inactivity before which a 3D physics body will put to sleep. See [constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP].
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[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
|
||||
</member>
|
||||
<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
|
||||
Enables [member Viewport.physics_object_picking] on the root viewport.
|
||||
|
|
|
|||
|
|
@ -22,6 +22,7 @@
|
|||
<member name="custom_solver_bias" type="float" setter="set_custom_solver_bias" getter="get_custom_solver_bias" default="0.0">
|
||||
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.
|
||||
</member>
|
||||
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">
|
||||
The collision margin for the shape. This is not used in Godot Physics.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue