Merge pull request #8185 from jcovin293/master

Change KinematicBodies to CharacterBodies in collision_shapes_3d.rst and collision_shapes_2d.rst
This commit is contained in:
Matthew
2023-10-08 19:33:24 -04:00
committed by GitHub
2 changed files with 6 additions and 6 deletions

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@@ -40,7 +40,7 @@ primitive shapes. However, for more complex objects, such as a large ship or a
whole level, you may need convex or concave shapes instead. More on that below.
We recommend favoring primitive shapes for dynamic objects such as RigidBodies
and KinematicBodies as their behavior is the most reliable. They often provide
and CharacterBodies as their behavior is the most reliable. They often provide
better performance as well.
Convex collision shapes
@@ -72,7 +72,7 @@ Concave or trimesh collision shapes
collision shapes, can take any form, from a few triangles to thousands of
triangles. Concave shapes are the slowest option but are also the most accurate
in Godot. **You can only use concave shapes within StaticBodies.** They will not
work with KinematicBodies or RigidBodies unless the RigidBody's mode is Static.
work with CharacterBodies or RigidBodies unless the RigidBody's mode is Static.
.. note::
@@ -117,7 +117,7 @@ Performance caveats
You aren't limited to a single collision shape per PhysicsBody. Still, we
recommend keeping the number of shapes as low as possible to improve
performance, especially for dynamic objects like RigidBodies and
KinematicBodies. On top of that, avoid translating, rotating, or scaling
CharacterBodies. On top of that, avoid translating, rotating, or scaling
CollisionShapes to benefit from the physics engine's internal optimizations.
When using a single non-transformed collision shape in a StaticBody, the

View File

@@ -37,7 +37,7 @@ primitive shapes. However, for more complex objects, such as a large ship or a
whole level, you may need convex or concave shapes instead. More on that below.
We recommend favoring primitive shapes for dynamic objects such as RigidBodies
and KinematicBodies as their behavior is the most reliable. They often provide
and CharacterBodies as their behavior is the most reliable. They often provide
better performance as well.
Convex collision shapes
@@ -79,7 +79,7 @@ Concave or trimesh collision shapes
collision shapes, can take any form, from a few triangles to thousands of
triangles. Concave shapes are the slowest option but are also the most accurate
in Godot. **You can only use concave shapes within StaticBodies.** They will not
work with KinematicBodies or RigidBodies unless the RigidBody's mode is Static.
work with CharacterBodies or RigidBodies unless the RigidBody's mode is Static.
.. note::
@@ -117,7 +117,7 @@ Performance caveats
You aren't limited to a single collision shape per PhysicsBody. Still, we
recommend keeping the number of shapes as low as possible to improve
performance, especially for dynamic objects like RigidBodies and
KinematicBodies. On top of that, avoid translating, rotating, or scaling
CharacterBodies. On top of that, avoid translating, rotating, or scaling
CollisionShapes to benefit from the physics engine's internal optimizations.
When using a single non-transformed collision shape in a StaticBody, the