mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-05 22:09:56 +03:00
proof reading (minor correction)
This commit is contained in:
@@ -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.
|
||||
|
||||
Reference in New Issue
Block a user