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Merge pull request #8607 from ShatReal/fix-using-inputevent

Areas have the input pickable property set to true as default, so I removed the part that said they didn't.
Max Hilbrunner 1 year ago
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a623cc7ac9
1 changed files with 1 additions and 2 deletions
  1. 1 2
      tutorials/inputs/inputevent.rst

+ 1 - 2
tutorials/inputs/inputevent.rst

@@ -113,8 +113,7 @@ received input, in order:
    In the case of a 3D scene if a :ref:`Camera3D <class_Camera3D>` is assigned to the Viewport, a ray
    In the case of a 3D scene if a :ref:`Camera3D <class_Camera3D>` is assigned to the Viewport, a ray
    to the physics world (in the ray direction from the click) will be cast. If this ray hits an object,
    to the physics world (in the ray direction from the click) will be cast. If this ray hits an object,
    it will call the :ref:`CollisionObject3D._input_event() <class_CollisionObject3D_private_method__input_event>`
    it will call the :ref:`CollisionObject3D._input_event() <class_CollisionObject3D_private_method__input_event>`
-   function in the relevant physics object (bodies receive this callback by default, but areas do
-   not. This can be configured through :ref:`Area3D <class_Area3D>` properties).
+   function in the relevant physics object.
    In the case of a 2D scene, conceptually the same happens with :ref:`CollisionObject2D._input_event() <class_CollisionObject2D_private_method__input_event>`.
    In the case of a 2D scene, conceptually the same happens with :ref:`CollisionObject2D._input_event() <class_CollisionObject2D_private_method__input_event>`.
 
 
 When sending events to its child and descendant nodes, the viewport will do so, as depicted in
 When sending events to its child and descendant nodes, the viewport will do so, as depicted in