Add links to project setting mentions

This commit is contained in:
tetrapod00
2024-10-13 20:17:48 -07:00
parent 7e1cb19e28
commit a8667ffddf
16 changed files with 75 additions and 53 deletions

View File

@@ -132,7 +132,7 @@ These properties can be configured via code, or by editing them in the Inspector
Keeping track of what you're using each layer for can be difficult, so you
may find it useful to assign names to the layers you're using. Names can
be assigned in Project Settings -> Layer Names.
be assigned in **Project Settings > Layer Names**.
.. image:: img/physics_layer_names.png
@@ -229,7 +229,7 @@ You can modify a rigid body's behavior via properties such as "Mass",
"Friction", or "Bounce", which can be set in the Inspector.
The body's behavior is also affected by the world's properties, as set in
`Project Settings -> Physics`, or by entering an :ref:`Area2D <class_Area2D>`
**Project Settings > Physics**, or by entering an :ref:`Area2D <class_Area2D>`
that is overriding the global physics properties.
When a rigid body is at rest and hasn't moved for a while, it goes to sleep.

View File

@@ -27,7 +27,8 @@ other solutions you can try:
speed. The faster the object moves, the larger the collision shape should
extend outside of the object to ensure it can collide with thin walls more
reliably.
- Increase **Physics Ticks per Second** in the advanced Project Settings. While
- Increase :ref:`Physics Ticks per Second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`
in the advanced Project Settings. While
this has other benefits (such as more stable simulation and reduced input
lag), this increases CPU utilization and may not be viable for mobile/web
platforms. Multipliers of the default value of ``60`` (such as ``120``, ``180``
@@ -44,7 +45,8 @@ causes the simulation to become wobbly, making the objects unable to rest on top
of each other without moving.
Increasing the physics simulation rate can help alleviate this issue. To do so,
increase **Physics Ticks per Second** in the advanced Project Settings. Note
increase :ref:`Physics Ticks per Second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`
in the advanced Project Settings. Note
that increases CPU utilization and may not be viable for mobile/web platforms.
Multipliers of the default value of ``60`` (such as ``120``, ``180`` or ``240``)
should be preferred for a smooth appearance on most displays.
@@ -83,7 +85,9 @@ simulation rate (as making the shape thicker would cause a disconnect between
the RigidBody's visual representation and its collision).
In both cases, increasing the physics simulation rate can also help alleviate
this issue. To do so, increase **Physics Ticks per Second** in the advanced
this issue. To do so, increase
:ref:`Physics Ticks per Second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`
in the advanced
Project Settings. Note that this increases CPU utilization and may not be viable
for mobile/web platforms. Multipliers of the default value of ``60`` (such as
``120``, ``180`` or ``240``) should be preferred for a smooth appearance on most
@@ -115,7 +119,9 @@ vehicle (due to tunneling), but also that the simulation has little data to work
with in general at such a high speed.
Fast-moving vehicles can benefit a lot from an increased physics simulation
rate. To do so, increase **Physics Ticks per Second** in the advanced Project
rate. To do so, increase
:ref:`Physics Ticks per Second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`
in the advanced Project
Settings. Note that this increases CPU utilization and may not be viable for
mobile/web platforms. Multipliers of the default value of ``60`` (such as
``120``, ``180`` or ``240``) should be preferred for a smooth appearance on most