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Add links to project setting mentions
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@@ -132,7 +132,7 @@ These properties can be configured via code, or by editing them in the Inspector
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Keeping track of what you're using each layer for can be difficult, so you
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may find it useful to assign names to the layers you're using. Names can
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be assigned in Project Settings -> Layer Names.
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be assigned in **Project Settings > Layer Names**.
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.. image:: img/physics_layer_names.png
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@@ -229,7 +229,7 @@ You can modify a rigid body's behavior via properties such as "Mass",
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"Friction", or "Bounce", which can be set in the Inspector.
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The body's behavior is also affected by the world's properties, as set in
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`Project Settings -> Physics`, or by entering an :ref:`Area2D <class_Area2D>`
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**Project Settings > Physics**, or by entering an :ref:`Area2D <class_Area2D>`
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that is overriding the global physics properties.
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When a rigid body is at rest and hasn't moved for a while, it goes to sleep.
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@@ -27,7 +27,8 @@ other solutions you can try:
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speed. The faster the object moves, the larger the collision shape should
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extend outside of the object to ensure it can collide with thin walls more
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reliably.
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- Increase **Physics Ticks per Second** in the advanced Project Settings. While
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- Increase :ref:`Physics Ticks per Second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`
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in the advanced Project Settings. While
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this has other benefits (such as more stable simulation and reduced input
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lag), this increases CPU utilization and may not be viable for mobile/web
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platforms. Multipliers of the default value of ``60`` (such as ``120``, ``180``
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@@ -44,7 +45,8 @@ causes the simulation to become wobbly, making the objects unable to rest on top
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of each other without moving.
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Increasing the physics simulation rate can help alleviate this issue. To do so,
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increase **Physics Ticks per Second** in the advanced Project Settings. Note
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increase :ref:`Physics Ticks per Second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`
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in the advanced Project Settings. Note
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that increases CPU utilization and may not be viable for mobile/web platforms.
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Multipliers of the default value of ``60`` (such as ``120``, ``180`` or ``240``)
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should be preferred for a smooth appearance on most displays.
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@@ -83,7 +85,9 @@ simulation rate (as making the shape thicker would cause a disconnect between
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the RigidBody's visual representation and its collision).
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In both cases, increasing the physics simulation rate can also help alleviate
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this issue. To do so, increase **Physics Ticks per Second** in the advanced
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this issue. To do so, increase
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:ref:`Physics Ticks per Second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`
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in the advanced
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Project Settings. Note that this increases CPU utilization and may not be viable
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for mobile/web platforms. Multipliers of the default value of ``60`` (such as
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``120``, ``180`` or ``240``) should be preferred for a smooth appearance on most
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@@ -115,7 +119,9 @@ vehicle (due to tunneling), but also that the simulation has little data to work
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with in general at such a high speed.
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Fast-moving vehicles can benefit a lot from an increased physics simulation
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rate. To do so, increase **Physics Ticks per Second** in the advanced Project
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rate. To do so, increase
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:ref:`Physics Ticks per Second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`
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in the advanced Project
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Settings. Note that this increases CPU utilization and may not be viable for
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mobile/web platforms. Multipliers of the default value of ``60`` (such as
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``120``, ``180`` or ``240``) should be preferred for a smooth appearance on most
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