|
@@ -475,7 +475,7 @@ to disable the player's collision so that we don't trigger the ``hit`` signal
|
|
|
more than once.
|
|
|
|
|
|
.. Note:: Disabling the area's collision shape can cause an error if it happens
|
|
|
- in the middle of the engine's collision processing. Using ``call_deferred()``
|
|
|
+ in the middle of the engine's collision processing. Using ``set_deferred()``
|
|
|
allows us to have Godot wait to disable the shape until it's safe to
|
|
|
do so.
|
|
|
|