proof reading (minor correction)

This commit is contained in:
Jesse Y. Cho
2018-08-07 15:04:08 +09:00
committed by GitHub
parent dd0fa36f98
commit 81d135c816

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@@ -139,7 +139,7 @@ or "Node2D" (root type of all 2D-related nodes), "Spatial" (root type of all 3D-
As you can see, every scene is organized as a tree. The same goes for nodes' properties: you don't *add* a
collision component to a node to make it collidable like Unity does. Instead, you make this node a *child* of a
new specific node that has collision properties. Godot features various collision types nodes, depending of the use
new specific node that has collision properties. Godot features various collision types nodes, depending on the usage
(see the :ref:`Physics introduction <doc_physics_introduction>`).
- Question: What are the advantages of this system? Wouldn't this system potentially increase the depth of the scene tree? Besides, Unity allows organizing GameObjects by putting them in empty GameObjects.