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Reference the online documentation in collision layer/mask properties
See https://github.com/godotengine/godot-docs/pull/3863.
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@@ -97,10 +97,10 @@
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If [code]true[/code], the area's audio bus overrides the default audio bus.
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</member>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask].
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The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The physics layers this area scans to determine collision detection.
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The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="98.0">
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The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
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