:github_url: hide .. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the RayShape.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_RayShape: RayShape ======== **Inherits:** :ref:`Shape` **<** :ref:`Resource` **<** :ref:`Reference` **<** :ref:`Object` **Category:** Core Brief Description ----------------- Ray shape for 3D collisions. Properties ---------- +---------------------------+---------------------------------------------------------------+-------+ | :ref:`float` | :ref:`length` | 1.0 | +---------------------------+---------------------------------------------------------------+-------+ | :ref:`bool` | :ref:`slips_on_slope` | false | +---------------------------+---------------------------------------------------------------+-------+ Description ----------- Ray shape for 3D collisions, which can be set into a :ref:`PhysicsBody` or :ref:`Area`. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. Property Descriptions --------------------- .. _class_RayShape_property_length: - :ref:`float` **length** +-----------+-------------------+ | *Default* | 1.0 | +-----------+-------------------+ | *Setter* | set_length(value) | +-----------+-------------------+ | *Getter* | get_length() | +-----------+-------------------+ The ray's length. .. _class_RayShape_property_slips_on_slope: - :ref:`bool` **slips_on_slope** +-----------+---------------------------+ | *Default* | false | +-----------+---------------------------+ | *Setter* | set_slips_on_slope(value) | +-----------+---------------------------+ | *Getter* | get_slips_on_slope() | +-----------+---------------------------+ If ``true``, allow the shape to return the correct normal.