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

@@ -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