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@@ -40,7 +40,7 @@ primitive shapes. However, for more complex objects, such as a large ship or a
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whole level, you may need convex or concave shapes instead. More on that below.
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We recommend favoring primitive shapes for dynamic objects such as RigidBodies
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-and KinematicBodies as their behavior is the most reliable. They often provide
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+and CharacterBodies as their behavior is the most reliable. They often provide
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better performance as well.
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Convex collision shapes
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@@ -72,7 +72,7 @@ Concave or trimesh collision shapes
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collision shapes, can take any form, from a few triangles to thousands of
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triangles. Concave shapes are the slowest option but are also the most accurate
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in Godot. **You can only use concave shapes within StaticBodies.** They will not
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-work with KinematicBodies or RigidBodies unless the RigidBody's mode is Static.
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+work with CharacterBodies or RigidBodies unless the RigidBody's mode is Static.
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.. note::
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@@ -117,7 +117,7 @@ Performance caveats
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You aren't limited to a single collision shape per PhysicsBody. Still, we
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recommend keeping the number of shapes as low as possible to improve
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performance, especially for dynamic objects like RigidBodies and
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-KinematicBodies. On top of that, avoid translating, rotating, or scaling
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+CharacterBodies. On top of that, avoid translating, rotating, or scaling
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CollisionShapes to benefit from the physics engine's internal optimizations.
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When using a single non-transformed collision shape in a StaticBody, the
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