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Cleanup uses of double spaces between words or after punctuation
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Hugo Locurcio
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fd2981257f
commit
e2b95576d8
@@ -81,7 +81,7 @@ is the scene we run. Godot does not ask you to set this on export.
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.. image:: img/quest_project_settings.png
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Then go into the export menu and configure a new Android export. if
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Then go into the export menu and configure a new Android export. If
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you still haven't gone through the :ref:`doc_exporting_for_android`
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page do it now. If you didn't you'll have some red messages on this
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screen.
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@@ -770,7 +770,7 @@ teleport, it will make the ``teleport_mesh`` visible so the user knows where the
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_________________
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If ``held_object`` is not equal to ``null``, then the VR controller is holding something. We then check to see if the object that is being held, ``held_object``, extends
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a class called ``VR_Interactable_Rigidbody``. we have not made ``VR_Interactable_Rigidbody`` yet, but ``VR_Interactable_Rigidbody`` will be a custom class we will use
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a class called ``VR_Interactable_Rigidbody``. We have not made ``VR_Interactable_Rigidbody`` yet, but ``VR_Interactable_Rigidbody`` will be a custom class we will use
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on all of the special/custom :ref:`RigidBody <class_RigidBody>`-based nodes in the project.
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.. tip:: Don't worry, we will cover ``VR_Interactable_Rigidbody`` after this section!
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@@ -848,7 +848,7 @@ that the functions defined defined in ``VR_Interactable_Rigidbody`` can be calle
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Next, let's look at the class variables:
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* ``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. This damage is applied to every object in the sword on every ``_physics_process`` call
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* ``SWORD_DAMAGE``: A constant to define the amount of damage the sword does. This damage is applied to every object in the sword on every ``_physics_process`` call
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* ``COLLISION_FORCE``: A constant that defines the amount of force applied to :ref:`RigidBody <class_RigidBody>` nodes when the sword collides with a :ref:`PhysicsBody <class_PhysicsBody>`.
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* ``damage_body``: A variable to hold the :ref:`KinematicBody <class_KinematicBody>` node used to detect whether the sword is stabbing a :ref:`PhysicsBody <class_PhysicsBody>` node or not.
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* ``sword_noise``: A variable to hold the :ref:`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` node used to play a sound when the sword collides with something.
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