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Merge pull request #453 from ferafiks/trigger

fix: Fixed steps numbers in bepu physics script a trigger
Vaclav Elias 1 mesiac pred
rodič
commit
4ef8a584ca
1 zmenil súbory, kde vykonal 7 pridanie a 7 odobranie
  1. 7 7
      en/manual/physics/script-a-trigger.md

+ 7 - 7
en/manual/physics/script-a-trigger.md

@@ -12,7 +12,7 @@ In this tutorial, we'll create a [trigger](triggers.md) that doubles the size of
 
 
 Follow the instructions in the [Create a bouncing ball](create-a-bouncing-ball.md) tutorial. This creates a simple scene in which a ball falls from midair, hits the ground, and bounces.
 Follow the instructions in the [Create a bouncing ball](create-a-bouncing-ball.md) tutorial. This creates a simple scene in which a ball falls from midair, hits the ground, and bounces.
 
 
-## 3. Add a trigger 
+## 2. Add a trigger 
 
 
 Now we'll add a trigger between the ball and the ground, so the ball passes through it.
 Now we'll add a trigger between the ball and the ground, so the ball passes through it.
 
 
@@ -36,7 +36,7 @@ Now we'll add a trigger between the ball and the ground, so the ball passes thro
 
 
    This gives the trigger a box shape.
    This gives the trigger a box shape.
 
 
-## 4. Give the trigger a model
+## 3. Give the trigger a model
 
 
 Right now, the trigger is invisible at runtime. To better show how the trigger works, we'll make it a transparent box. This has no effect on how the trigger works; it just means we can easily see where it is at runtime.
 Right now, the trigger is invisible at runtime. To better show how the trigger works, we'll make it a transparent box. This has no effect on how the trigger works; it just means we can easily see where it is at runtime.
 
 
@@ -86,7 +86,7 @@ Right now, the trigger is invisible at runtime. To better show how the trigger w
 
 
     Now the trigger area will be visible at runtime.
     Now the trigger area will be visible at runtime.
 
 
-## 5. Position the trigger 
+## 4. Position the trigger 
 
 
 We need to position the trigger between the ground and the sphere, so the ball falls through it.
 We need to position the trigger between the ground and the sphere, so the ball falls through it.
     
     
@@ -94,7 +94,7 @@ In the **Property Grid**, under **Transform**, set the **Position** to: *X:0, Y:
 
 
 Now the trigger entity is between the ground and the sphere.
 Now the trigger entity is between the ground and the sphere.
 
 
-## 6. Change the sphere size with script
+## 5. Change the sphere size with script
 
 
 If we run the project now (**F5**), the ball bounces off the trigger, but nothing happens.
 If we run the project now (**F5**), the ball bounces off the trigger, but nothing happens.
 
 
@@ -162,7 +162,7 @@ Let's write a script to change the size of the ball when it enters the trigger.
 
 
 4. Reload the assemblies.
 4. Reload the assemblies.
 
 
-## 7. Add the script
+## 6. Add the script
 
 
 Finally, let's add this script to the trigger entity as a component.
 Finally, let's add this script to the trigger entity as a component.
 
 
@@ -180,7 +180,7 @@ Finally, let's add this script to the trigger entity as a component.
 
 
    ![Set contact handler](media/physics-tutorials-create-a-trigger-select-handler-component.png)
    ![Set contact handler](media/physics-tutorials-create-a-trigger-select-handler-component.png)
 
 
-## 8. Run the project
+## 7. Run the project
 
 
 Run the project (**F5**) to see the trigger in action.
 Run the project (**F5**) to see the trigger in action.
 
 
@@ -197,4 +197,4 @@ The ball falls through the trigger, doubles in size, exits the trigger, and retu
 * [Tutorial: Create a bouncing ball](create-a-bouncing-ball.md)
 * [Tutorial: Create a bouncing ball](create-a-bouncing-ball.md)
 * [Colliders](colliders.md)
 * [Colliders](colliders.md)
 * [Collider shapes](collider-shapes.md)
 * [Collider shapes](collider-shapes.md)
-* [Scripts](../scripts/index.md)
+* [Scripts](../scripts/index.md)