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Change KinematicBodies to CharacterBodies in collision_shapes_3d.rst and collision_shapes_2d.rst

jcovin293 1 год назад
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65fc265b08
2 измененных файлов с 6 добавлено и 6 удалено
  1. 3 3
      tutorials/physics/collision_shapes_2d.rst
  2. 3 3
      tutorials/physics/collision_shapes_3d.rst

+ 3 - 3
tutorials/physics/collision_shapes_2d.rst

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

+ 3 - 3
tutorials/physics/collision_shapes_3d.rst

@@ -37,7 +37,7 @@ primitive shapes. However, for more complex objects, such as a large ship or a
 whole level, you may need convex or concave shapes instead. More on that below.
 whole level, you may need convex or concave shapes instead. More on that below.
 
 
 We recommend favoring primitive shapes for dynamic objects such as RigidBodies
 We recommend favoring primitive shapes for dynamic objects such as RigidBodies
-and KinematicBodies as their behavior is the most reliable. They often provide
+and CharacterBodies as their behavior is the most reliable. They often provide
 better performance as well.
 better performance as well.
 
 
 Convex collision shapes
 Convex collision shapes
@@ -79,7 +79,7 @@ Concave or trimesh collision shapes
 collision shapes, can take any form, from a few triangles to thousands of
 collision shapes, can take any form, from a few triangles to thousands of
 triangles. Concave shapes are the slowest option but are also the most accurate
 triangles. Concave shapes are the slowest option but are also the most accurate
 in Godot. **You can only use concave shapes within StaticBodies.** They will not
 in Godot. **You can only use concave shapes within StaticBodies.** They will not
-work with KinematicBodies or RigidBodies unless the RigidBody's mode is Static.
+work with CharacterBodies or RigidBodies unless the RigidBody's mode is Static.
 
 
 .. note::
 .. note::
 
 
@@ -117,7 +117,7 @@ Performance caveats
 You aren't limited to a single collision shape per PhysicsBody. Still, we
 You aren't limited to a single collision shape per PhysicsBody. Still, we
 recommend keeping the number of shapes as low as possible to improve
 recommend keeping the number of shapes as low as possible to improve
 performance, especially for dynamic objects like RigidBodies and
 performance, especially for dynamic objects like RigidBodies and
-KinematicBodies. On top of that, avoid translating, rotating, or scaling
+CharacterBodies. On top of that, avoid translating, rotating, or scaling
 CollisionShapes to benefit from the physics engine's internal optimizations.
 CollisionShapes to benefit from the physics engine's internal optimizations.
 
 
 When using a single non-transformed collision shape in a StaticBody, the
 When using a single non-transformed collision shape in a StaticBody, the