fix: replace invalid World references with World3D/ World2D (#6256)

* fix: replace World references with World2D / World3D
This commit is contained in:
yed podtrzitko
2022-10-05 17:38:34 +07:00
committed by GitHub
parent 664723bf4e
commit f4573fd49e
3 changed files with 13 additions and 13 deletions

View File

@@ -65,7 +65,7 @@ For nodes, there are many functions available:
method will return the canvas RID in the server.
* For Viewport, the :ref:`Viewport.get_viewport_rid() <class_Viewport_method_get_viewport_rid>`
method will return the viewport RID in the server.
* For 3D, the :ref:`World <class_World>` resource (obtainable in the :ref:`Viewport <class_Viewport>`
* For 3D, the :ref:`World3D <class_World3D>` resource (obtainable in the :ref:`Viewport <class_Viewport>`
and :ref:`Spatial <class_Spatial>` nodes)
contains functions to get the *RenderingServer Scenario*, and the *PhysicsServer Space*. This
allows creating 3D objects directly with the server API and using them.

View File

@@ -250,7 +250,7 @@ help you and your team avoid mistakes when setting up scenes.
When using node configuration warnings, when any value that should affect or
remove the warning changes, you need to call
:ref:`update_configuration_warning<class_Node_method_update_configuration_warning>` .
:ref:`update_configuration_warnings<class_Node_method_update_configuration_warnings>` .
By default, the warning only updates when closing and reopening the scene.
.. tabs::

View File

@@ -53,8 +53,8 @@ Listener
Godot supports 3D sound (in both 2D and 3D nodes); more on this can be
found in the :ref:`Audio Streams Tutorial<doc_audio_streams>`. For this type of sound to be
audible, the :ref:`Viewport <class_Viewport>` needs to be enabled as a listener (for 2D or 3D).
If you are using a custom :ref:`Viewport <class_Viewport>` to display your :ref:`World <class_World>`, don't forget
to enable this!
If you are using a custom :ref:`Viewport <class_Viewport>` to display your :ref:`World3D <class_World3D>` or
:ref:`World2D <class_World2D>`, don't forget to enable this!
Cameras (2D & 3D)
-----------------
@@ -81,7 +81,7 @@ or make it the current camera by calling:
camera.make_current()
By default, cameras will render all objects in their world. In 3D, cameras can use their
:ref:`cull_mask <class_Camera_property_cull_mask>` property combined with the
:ref:`cull_mask <class_Camera3D_property_cull_mask>` property combined with the
:ref:`VisualInstance's <class_VisualInstance>` :ref:`layer <class_VisualInstance_property_layers>`
property to restrict which objects are rendered.
@@ -106,22 +106,22 @@ settings. For more information on scaling and stretching visit the :ref:`Multipl
Worlds
------
For 3D, a :ref:`Viewport <class_Viewport>` will contain a :ref:`World <class_World>`. This
For 3D, a :ref:`Viewport <class_Viewport>` will contain a :ref:`World3D <class_World3D>`. This
is basically the universe that links physics and rendering together.
Spatial-based nodes will register using the :ref:`World <class_World>` of the closest
:ref:`Viewport <class_Viewport>`. By default, newly created :ref:`Viewports <class_Viewport>` do not contain a :ref:`World <class_World>` but
Spatial-based nodes will register using the :ref:`World3D <class_World3D>` of the closest :ref:`Viewport <class_Viewport>`.
By default, newly created :ref:`Viewports <class_Viewport>` do not contain a :ref:`World3D <class_World3D>` but
use the same as their parent :ref:`Viewport <class_Viewport>` (the root :ref:`Viewport <class_Viewport>` always contains a
:ref:`World <class_World>`, which is the one objects are rendered to by default). A :ref:`World <class_World>` can
:ref:`World3D <class_World3D>`, which is the one objects are rendered to by default). A :ref:`World3D <class_World3D>` can
be set in a :ref:`Viewport <class_Viewport>` using the "world" property, and that will separate
all children nodes of that :ref:`Viewport <class_Viewport>` from interacting with the parent
:ref:`Viewport's <class_Viewport>` :ref:`World <class_World>`. This is especially useful in scenarios where, for
:ref:`Viewport's <class_Viewport>` :ref:`World3D <class_World3D>`. This is especially useful in scenarios where, for
example, you might want to show a separate character in 3D imposed over
the game (like in StarCraft).
As a helper for situations where you want to create :ref:`Viewports <class_Viewport>` that
display single objects and don't want to create a :ref:`World <class_World>`, :ref:`Viewport <class_Viewport>` has
the option to use its own :ref:`World <class_World>`. This is useful when you want to
instance 3D characters or objects in a 2D :ref:`World <class_World2D>`.
display single objects and don't want to create a :ref:`World3D <class_World3D>`, :ref:`Viewport <class_Viewport>` has
the option to use its own :ref:`World3D <class_World3D>`. This is useful when you want to
instance 3D characters or objects in a 2D :ref:`World2D <class_World2D>`.
For 2D, each :ref:`Viewport <class_Viewport>` always contains its own :ref:`World2D <class_World2D>`.
This suffices in most cases, but in case sharing them may be desired, it