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@@ -11,7 +11,7 @@ custom shaped object) and checking what it hits. This enables complex
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behaviors, AI, etc. to take place. This tutorial will explain how to
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behaviors, AI, etc. to take place. This tutorial will explain how to
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do this in 2D and 3D.
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do this in 2D and 3D.
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-Godot stores all the low level game information in servers, while the
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+Godot stores all the low-level game information in servers, while the
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scene is only a frontend. As such, ray casting is generally a
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scene is only a frontend. As such, ray casting is generally a
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lower-level task. For simple raycasts, nodes like
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lower-level task. For simple raycasts, nodes like
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:ref:`RayCast3D <class_RayCast3D>` and :ref:`RayCast2D <class_RayCast2D>`
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:ref:`RayCast3D <class_RayCast3D>` and :ref:`RayCast2D <class_RayCast2D>`
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@@ -24,7 +24,7 @@ so a way to do this by code must exist.
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Space
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Space
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-----
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-----
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-In the physics world, Godot stores all the low level collision and
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+In the physics world, Godot stores all the low-level collision and
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physics information in a *space*. The current 2d space (for 2D Physics)
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physics information in a *space*. The current 2d space (for 2D Physics)
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can be obtained by accessing
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can be obtained by accessing
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:ref:`CanvasItem.get_world_2d().space <class_CanvasItem_method_get_world_2d>`.
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:ref:`CanvasItem.get_world_2d().space <class_CanvasItem_method_get_world_2d>`.
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