Merge pull request #66348 from dzil123/world3d_direct_space_state_doc

World3D.direct_space_state add multithreaded warning
This commit is contained in:
Rémi Verschelde 2022-10-05 08:32:40 +02:00
commit ebbfc9695c
2 changed files with 2 additions and 2 deletions

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@ -14,7 +14,7 @@
The [RID] of this world's canvas resource. Used by the [RenderingServer] for 2D drawing. The [RID] of this world's canvas resource. Used by the [RenderingServer] for 2D drawing.
</member> </member>
<member name="direct_space_state" type="PhysicsDirectSpaceState2D" setter="" getter="get_direct_space_state"> <member name="direct_space_state" type="PhysicsDirectSpaceState2D" setter="" getter="get_direct_space_state">
Direct access to the world's physics 2D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [code]_physics_process(delta)[/code] in the main thread. Direct access to the world's physics 2D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [method Node._physics_process] in the main thread.
</member> </member>
<member name="navigation_map" type="RID" setter="" getter="get_navigation_map"> <member name="navigation_map" type="RID" setter="" getter="get_navigation_map">
The [RID] of this world's navigation map. Used by the [NavigationServer2D]. The [RID] of this world's navigation map. Used by the [NavigationServer2D].

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The default [CameraAttributes] resource to use if none set on the [Camera3D]. The default [CameraAttributes] resource to use if none set on the [Camera3D].
</member> </member>
<member name="direct_space_state" type="PhysicsDirectSpaceState3D" setter="" getter="get_direct_space_state"> <member name="direct_space_state" type="PhysicsDirectSpaceState3D" setter="" getter="get_direct_space_state">
Direct access to the world's physics 3D space state. Used for querying current and potential collisions. Direct access to the world's physics 3D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [method Node._physics_process] in the main thread.
</member> </member>
<member name="environment" type="Environment" setter="set_environment" getter="get_environment"> <member name="environment" type="Environment" setter="set_environment" getter="get_environment">
The World3D's [Environment]. The World3D's [Environment].