class_rayshape2d.rst 1007 B

1234567891011121314151617181920212223242526272829303132333435
  1. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  2. .. DO NOT EDIT THIS FILE, but the RayShape2D.xml source instead.
  3. .. The source is found in doc/classes or modules/<name>/doc_classes.
  4. .. _class_RayShape2D:
  5. RayShape2D
  6. ==========
  7. **Inherits:** :ref:`Shape2D<class_shape2d>` **<** :ref:`Resource<class_resource>` **<** :ref:`Reference<class_reference>` **<** :ref:`Object<class_object>`
  8. **Category:** Core
  9. Brief Description
  10. -----------------
  11. Ray shape for 2D collisions.
  12. Member Variables
  13. ----------------
  14. .. _class_RayShape2D_length:
  15. - :ref:`float<class_float>` **length** - The ray's length.
  16. .. _class_RayShape2D_slips_on_slope:
  17. - :ref:`bool<class_bool>` **slips_on_slope** - If ``true`` allow the shape to return the correct normal. Default value: ``false``.
  18. Description
  19. -----------
  20. Ray shape for 2D collisions. 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.