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KinematicBody split between new CharacterBody and PhysicsBody
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
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@@ -5,7 +5,7 @@
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</brief_description>
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<description>
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Concave polygon shape resource, which can be set into a [PhysicsBody3D] or area. This shape is created by feeding a list of triangles.
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Note: when used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [KinematicBody3D] or [RigidBody3D] with a mode other than Static.
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Note: when used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidBody3D] with a mode other than Static.
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</description>
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<tutorials>
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<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
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