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docs: Warning message added across all Bullet pages

Vaclav Elias 1 year ago
parent
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430248f5ad

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en/manual/physics-bullet/collider-shapes.md

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 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-success">Designer</span>
 <span class="badge text-bg-success">Designer</span>
 
 
+[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)]
+
 For [colliders](colliders.md) to interact, you need to set their shape in the **Property Grid**. You can specify a geometric shape, or use a collider shape asset.
 For [colliders](colliders.md) to interact, you need to set their shape in the **Property Grid**. You can specify a geometric shape, or use a collider shape asset.
 
 
 ![Select a collider shape](media/select-collider-shape.png)
 ![Select a collider shape](media/select-collider-shape.png)

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en/manual/physics-bullet/colliders.md

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 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-success">Designer</span>
 <span class="badge text-bg-success">Designer</span>
 
 
+[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)]
+
 To use physics in your project, add a **collider** component to an entity. 
 To use physics in your project, add a **collider** component to an entity. 
 
 
 Colliders define the shapes and rules of physics objects. There are three types:
 Colliders define the shapes and rules of physics objects. There are three types:

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en/manual/physics-bullet/constraints.md

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 # Constraints
 # Constraints
 
 
+[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)]
+
 [!INCLUDE [stride-studio-note](../../includes/under-construction-note.md)]
 [!INCLUDE [stride-studio-note](../../includes/under-construction-note.md)]
 
 
 <span class="badge text-bg-primary">Advanced</span>
 <span class="badge text-bg-primary">Advanced</span>

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en/manual/physics-bullet/create-a-bouncing-ball.md

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 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-success">Designer</span>
 <span class="badge text-bg-success">Designer</span>
 
 
+[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)]
+
 In this tutorial, we'll use the [static collider and rigidbody components](colliders.md) to create a ball bouncing on a floor.
 In this tutorial, we'll use the [static collider and rigidbody components](colliders.md) to create a ball bouncing on a floor.
 
 
 >[!Note]
 >[!Note]

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en/manual/physics-bullet/fix-physics-jitter.md

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 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-success">Programmer</span>
 <span class="badge text-bg-success">Programmer</span>
 
 
+[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)]
+
 In Stride, there is no default smoothing applied to entities that are attached to physics entities. This can cause noticeable jitter, especially if the camera is attached to a character component.
 In Stride, there is no default smoothing applied to entities that are attached to physics entities. This can cause noticeable jitter, especially if the camera is attached to a character component.
 
 
 In this tutorial, we will explore how to add smoothing to an entity using a SyncScript.
 In this tutorial, we will explore how to add smoothing to an entity using a SyncScript.

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en/manual/physics-bullet/kinematic-rigid-bodies.md

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 # Kinematic rigidbodies
 # Kinematic rigidbodies
 
 
+[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)]
+
 Sometimes you want to move [rigidbodies](rigid-bodies.md) in a specific way rather than have other objects move them. For example, you might control an elevator with a script, via its `Transform` property, rather than have other objects push and pull it. This is a **kinematic** rigidbody.
 Sometimes you want to move [rigidbodies](rigid-bodies.md) in a specific way rather than have other objects move them. For example, you might control an elevator with a script, via its `Transform` property, rather than have other objects push and pull it. This is a **kinematic** rigidbody.
 
 
 Although kinematic rigidbodies aren't moved by physics, other objects can still collide with them. For example, in the case of the elevator, objects placed inside won't fall through the elevator floor.
 Although kinematic rigidbodies aren't moved by physics, other objects can still collide with them. For example, in the case of the elevator, objects placed inside won't fall through the elevator floor.

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en/manual/physics-bullet/raycasting.md

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 <span class="badge text-bg-primary">Intermediate</span>
 <span class="badge text-bg-primary">Intermediate</span>
 <span class="badge text-bg-success">Programmer</span>
 <span class="badge text-bg-success">Programmer</span>
 
 
+[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)]
+
 **Raycasting** traces an invisible line through the scene to find intersecting [colliders](colliders.md). This is useful, for example, to check which objects are in a gun's line of fire, or are under the mouse cursor when the user clicks.
 **Raycasting** traces an invisible line through the scene to find intersecting [colliders](colliders.md). This is useful, for example, to check which objects are in a gun's line of fire, or are under the mouse cursor when the user clicks.
 
 
 >[!Note]
 >[!Note]

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en/manual/physics-bullet/rigid-bodies.md

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 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-success">Designer</span>
 <span class="badge text-bg-success">Designer</span>
 
 
+[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)]
+
 **Rigidbodies** move based on physical forces applied to them, such as gravity and collisions. Typical rigidbodies are boxes, balls, furniture, and so on — objects that are pushed, pulled, and knocked around, and also have effects on other rigidbodies they collide with.
 **Rigidbodies** move based on physical forces applied to them, such as gravity and collisions. Typical rigidbodies are boxes, balls, furniture, and so on — objects that are pushed, pulled, and knocked around, and also have effects on other rigidbodies they collide with.
 
 
 ![Static and rigidbody colliders](media/rigid-bodies-static-and-rigid-body-colliders.png)
 ![Static and rigidbody colliders](media/rigid-bodies-static-and-rigid-body-colliders.png)

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en/manual/physics-bullet/script-a-trigger.md

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 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-success">Designer</span>
 <span class="badge text-bg-success">Designer</span>
 
 
+[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)]
+
 In this tutorial, we'll create a [trigger](../physics/triggers.md) that doubles the size of a ball when the ball passes through it.
 In this tutorial, we'll create a [trigger](../physics/triggers.md) that doubles the size of a ball when the ball passes through it.
 
 
 >[!Note]
 >[!Note]

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en/manual/physics-bullet/simulation.md

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 <span class="badge text-bg-primary">Intermediate</span>
 <span class="badge text-bg-primary">Intermediate</span>
 <span class="badge text-bg-success">Programmer</span>
 <span class="badge text-bg-success">Programmer</span>
 
 
+[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)]
+
 Stride's physics are controlled by the [Simulation](xref:Stride.Physics.Simulation) class.
 Stride's physics are controlled by the [Simulation](xref:Stride.Physics.Simulation) class.
 You can change how Stride initializes the [simulation](xref:Stride.Physics.Simulation) by modifying flags in [PhysicsSettings](xref:Stride.Physics.PhysicsSettings), accessed in the **GameSettings** asset properties.
 You can change how Stride initializes the [simulation](xref:Stride.Physics.Simulation) by modifying flags in [PhysicsSettings](xref:Stride.Physics.PhysicsSettings), accessed in the **GameSettings** asset properties.
 
 

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en/manual/physics-bullet/static-colliders.md

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 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-success">Designer</span>
 <span class="badge text-bg-success">Designer</span>
 
 
+[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)]
+
 **Static colliders** aren't moved by forces such as gravity and collisions, but other physics objects can bump into them. Typical static colliders are strong immovable objects like walls, floors, large rocks, and so on.
 **Static colliders** aren't moved by forces such as gravity and collisions, but other physics objects can bump into them. Typical static colliders are strong immovable objects like walls, floors, large rocks, and so on.
 
 
 ![Static and rigidbody colliders](media/rigid-bodies-static-and-rigid-body-colliders.png)
 ![Static and rigidbody colliders](media/rigid-bodies-static-and-rigid-body-colliders.png)

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en/manual/physics-bullet/triggers.md

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 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-success">Designer</span>
 <span class="badge text-bg-success">Designer</span>
 
 
+[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)]
+
 If you set a collider to be a **trigger**, other colliders no longer bump into it. Instead, they pass through.
 If you set a collider to be a **trigger**, other colliders no longer bump into it. Instead, they pass through.
 
 
 The trigger detects when colliders enter it, which you can use to script events. For example, you can detect when a player character enters a room, and use this in your script to trigger an event. For more information, see [Events](../scripts/events.md).
 The trigger detects when colliders enter it, which you can use to script events. For example, you can detect when a player character enters a room, and use this in your script to trigger an event. For more information, see [Events](../scripts/events.md).

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en/manual/physics-bullet/tutorials.md

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 # Tutorials
 # Tutorials
 
 
+[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)]
+
 * [Create a bouncing ball](create-a-bouncing-ball.md): Use the static collider and rigidbody components to create a ball bouncing on a floor.
 * [Create a bouncing ball](create-a-bouncing-ball.md): Use the static collider and rigidbody components to create a ball bouncing on a floor.
 * [Script a trigger](script-a-trigger.md): Create a trigger that doubles the size of a ball when the ball passes through it.
 * [Script a trigger](script-a-trigger.md): Create a trigger that doubles the size of a ball when the ball passes through it.