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Fix incorrect default collision layer in Your first 3D game (#6928)

Physics and rendering layers are counted from 1 in Godot 4.0 and later.
Chris Weber 2 年之前
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a166f7c483
共有 1 個文件被更改,包括 1 次插入1 次删除
  1. 1 1
      getting_started/first_3d_game/06.jump_and_squash.rst

+ 1 - 1
getting_started/first_3d_game/06.jump_and_squash.rst

@@ -26,7 +26,7 @@ The important point is that you can use layers and masks to filter physics
 interactions, control performance, and remove the need for extra conditions in
 interactions, control performance, and remove the need for extra conditions in
 your code.
 your code.
 
 
-By default, all physics bodies and areas are set to both layer and mask ``0``.
+By default, all physics bodies and areas are set to both layer and mask ``1``.
 This means they all collide with each other.
 This means they all collide with each other.
 
 
 Physics layers are represented by numbers, but we can give them names to keep
 Physics layers are represented by numbers, but we can give them names to keep