Update doc/classes/RayCast3D.xml
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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[RayCast3D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area3D]s ([member collide_with_areas]) or [PhysicsBody3D]s ([member collide_with_bodies]), or by configuring physics layers.
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[RayCast3D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area3D]s ([member collide_with_areas]) or [PhysicsBody3D]s ([member collide_with_bodies]), or by configuring physics layers.
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[RayCast3D] calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a [RayCast3D] multiple times within the same physics frame, use [method force_raycast_update].
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[RayCast3D] calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a [RayCast3D] multiple times within the same physics frame, use [method force_raycast_update].
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To sweep over a region of 3D space, you can approximate the region with multiple [RayCast3D]s or use [ShapeCast3D].
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To sweep over a region of 3D space, you can approximate the region with multiple [RayCast3D]s or use [ShapeCast3D].
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[b]Note:[/b] [RayCast3D] needs at least one physics frame to compute collision data. Therefore, collision data may not be available during the [method Node._ready] function. Calling method force_raycast_update] in [method Node._ready] may not resolve this issue. Instead, perform collision checks in [method Node._physics_process] which runs after the physics engine updates all physics bodies, or use [method Object.call_deferred] to delay the execution of your code.
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[b]Note:[/b] [RayCast3D] needs at least one physics frame to compute collision data. Therefore, collision data may not be available during the [method Node._ready] function. Calling [method force_raycast_update] in [method Node._ready] may not resolve this issue. Instead, perform collision checks in [method Node._physics_process] which runs after the physics engine updates all physics bodies, or use [method Object.call_deferred] to delay the execution of your code.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
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<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
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