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@@ -3,11 +3,11 @@
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<span class="badge text-bg-primary">Beginner</span>
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<span class="badge text-bg-success">Designer</span>
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-Collidables are the base entity components for physics objects. There are three types:
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+Collidables are the base entity components for physics objects. There are three main types:
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-* [Statics](static-colliders.md): Objects that don't move (terrain, ...)
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-* [Bodies](rigid-bodies.md): Moving objects, affected by gravity and collisions or Kinematics
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-* [Characters](characters.md): Colliders for basic characters (such as players, animals, npcs, ...)
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+* [Statics](static-colliders.md): Objects that don't move (terrain, walls, floors, large rocks)
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+* [Bodies](rigid-bodies.md): Moving objects, affected by gravity and collisions (cans, balls, boxes) or [Kinematics](kinematic-rigid-bodies.md) (moving platforms, doors)
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+* [Characters](characters.md): Colliders for basic characters (player character, animals, NPCs)
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@@ -41,7 +41,7 @@ This relationship is controlled through the [Simulation's Collision Matrix](simu
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This property is used to filter collisions inside a group of object, when two or more objects must share the same `Collision Layer`, but should not collide between each other.
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-It allows objects sharing the same `CollisionGroup.Id` to pass through each other when the absolute difference between their `IndexA`,`IndexB`, and `IndexC` is less than two.
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+It allows objects sharing the same `CollisionGroup.Id` to pass through each other when the absolute difference between their `IndexA`, `IndexB`, and `IndexC` is less than two.
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Its utility is best shown through concrete examples.
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