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@@ -53,8 +53,8 @@ Listener
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Godot supports 3D sound (in both 2D and 3D nodes); more on this can be
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found in the :ref:`Audio Streams Tutorial<doc_audio_streams>`. For this type of sound to be
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audible, the :ref:`Viewport <class_Viewport>` needs to be enabled as a listener (for 2D or 3D).
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-If you are using a custom :ref:`Viewport <class_Viewport>` to display your :ref:`World <class_World>`, don't forget
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-to enable this!
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+If you are using a custom :ref:`Viewport <class_Viewport>` to display your :ref:`World3D <class_World3D>` or
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+:ref:`World2D <class_World2D>`, don't forget to enable this!
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Cameras (2D & 3D)
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-----------------
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@@ -81,7 +81,7 @@ or make it the current camera by calling:
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camera.make_current()
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By default, cameras will render all objects in their world. In 3D, cameras can use their
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-:ref:`cull_mask <class_Camera_property_cull_mask>` property combined with the
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+:ref:`cull_mask <class_Camera3D_property_cull_mask>` property combined with the
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:ref:`VisualInstance's <class_VisualInstance>` :ref:`layer <class_VisualInstance_property_layers>`
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property to restrict which objects are rendered.
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@@ -106,22 +106,22 @@ settings. For more information on scaling and stretching visit the :ref:`Multipl
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Worlds
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------
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-For 3D, a :ref:`Viewport <class_Viewport>` will contain a :ref:`World <class_World>`. This
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+For 3D, a :ref:`Viewport <class_Viewport>` will contain a :ref:`World3D <class_World3D>`. This
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is basically the universe that links physics and rendering together.
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-Spatial-based nodes will register using the :ref:`World <class_World>` of the closest
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-:ref:`Viewport <class_Viewport>`. By default, newly created :ref:`Viewports <class_Viewport>` do not contain a :ref:`World <class_World>` but
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+Spatial-based nodes will register using the :ref:`World3D <class_World3D>` of the closest :ref:`Viewport <class_Viewport>`.
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+By default, newly created :ref:`Viewports <class_Viewport>` do not contain a :ref:`World3D <class_World3D>` but
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use the same as their parent :ref:`Viewport <class_Viewport>` (the root :ref:`Viewport <class_Viewport>` always contains a
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-:ref:`World <class_World>`, which is the one objects are rendered to by default). A :ref:`World <class_World>` can
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+:ref:`World3D <class_World3D>`, which is the one objects are rendered to by default). A :ref:`World3D <class_World3D>` can
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be set in a :ref:`Viewport <class_Viewport>` using the "world" property, and that will separate
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all children nodes of that :ref:`Viewport <class_Viewport>` from interacting with the parent
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-:ref:`Viewport's <class_Viewport>` :ref:`World <class_World>`. This is especially useful in scenarios where, for
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+:ref:`Viewport's <class_Viewport>` :ref:`World3D <class_World3D>`. This is especially useful in scenarios where, for
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example, you might want to show a separate character in 3D imposed over
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the game (like in StarCraft).
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As a helper for situations where you want to create :ref:`Viewports <class_Viewport>` that
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-display single objects and don't want to create a :ref:`World <class_World>`, :ref:`Viewport <class_Viewport>` has
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-the option to use its own :ref:`World <class_World>`. This is useful when you want to
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-instance 3D characters or objects in a 2D :ref:`World <class_World2D>`.
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+display single objects and don't want to create a :ref:`World3D <class_World3D>`, :ref:`Viewport <class_Viewport>` has
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+the option to use its own :ref:`World3D <class_World3D>`. This is useful when you want to
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+instance 3D characters or objects in a 2D :ref:`World2D <class_World2D>`.
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For 2D, each :ref:`Viewport <class_Viewport>` always contains its own :ref:`World2D <class_World2D>`.
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This suffices in most cases, but in case sharing them may be desired, it
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