Merge pull request #16434 from Silvea12/kinematic-docs
Fixed KinematicBody move_and_slide documentation naming [ci skip]
This commit is contained in:
commit
3cb1b2227f
1 changed files with 1 additions and 1 deletions
|
@ -85,7 +85,7 @@
|
|||
[code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/code] — this is done by the method.
|
||||
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
|
||||
If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
|
||||
If the body collides, it will change direction a maximum of [code]max_bounces[/code] times before it stops.
|
||||
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
|
||||
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
|
||||
Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use [method get_slide_collision].
|
||||
</description>
|
||||
|
|
Loading…
Reference in a new issue