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Adapt tutorial hyperlinks after godotengine/godot#24640
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@@ -27,8 +27,8 @@ Space
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In the physics world, Godot stores all the low level collision and
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physics information in a *space*. The current 2d space (for 2D Physics)
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can be obtained by accessing
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:ref:`CanvasItem.get_world_2d().space <class_CanvasItem_get_world_2d>`.
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For 3D, it's :ref:`Spatial.get_world().space <class_Spatial_get_world>`.
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:ref:`CanvasItem.get_world_2d().space <class_CanvasItem_method_get_world_2d>`.
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For 3D, it's :ref:`Spatial.get_world().space <class_Spatial_method_get_world>`.
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The resulting space :ref:`RID <class_RID>` can be used in
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:ref:`PhysicsServer <class_PhysicsServer>` and
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@@ -40,7 +40,7 @@ Accessing space
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Godot physics runs by default in the same thread as game logic, but may
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be set to run on a separate thread to work more efficiently. Due to
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this, the only time accessing space is safe is during the
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:ref:`Node._physics_process() <class_Node__physics_process>`
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:ref:`Node._physics_process() <class_Node_method__physics_process>`
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callback. Accessing it from outside this function may result in an error
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due to space being *locked*.
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@@ -100,7 +100,7 @@ Raycast query
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-------------
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For performing a 2D raycast query, the method
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:ref:`Physics2DDirectSpaceState.intersect_ray() <class_Physics2DDirectSpaceState_intersect_ray>`
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:ref:`Physics2DDirectSpaceState.intersect_ray() <class_Physics2DDirectSpaceState_method_intersect_ray>`
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may be used. For example:
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.. tabs::
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