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Rollback file rename for SEO purposes

Eideren 1 year ago
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f9dc8b84fa

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en/manual/physics/character-collidable.md → en/manual/physics/characters.md


+ 6 - 6
en/manual/physics/collidables.md

@@ -7,9 +7,9 @@ To use physics in your project, add a **Collidables** component to an entity.
 
 
 Collidables define the type of physics objects. There are three types:
 Collidables define the type of physics objects. There are three types:
 
 
-* [Static collidable](static-collidable.md): Objects that don't move (terrain, ..)
-* [Body collidable](body-collidable.md): Moving objects, affected by gravity and collisions or Kinematics
-* [Character collidable](character-collidable.md): Colliders for basic characters (such as players, annimals, npcs, ..)
+* [Static collidable](static-colliders.md): Objects that don't move (terrain, ..)
+* [Body collidable](rigid-bodies.md): Moving objects, affected by gravity and collisions or Kinematics
+* [Character collidable](characters.md): Colliders for basic characters (such as players, annimals, npcs, ..)
 
 
 You can also: 
 You can also: 
 
 
@@ -95,8 +95,8 @@ The script binds the collider shape visibility to **Left Shift + Left Ctrl + P**
 ## See also
 ## See also
 
 
 * [Configuration](configuration.md)
 * [Configuration](configuration.md)
-* [Static collidable](static-collidable.md)
-* [Body collidable](body-collidable.md)
-* [Character collidable](character-collidable.md)
+* [Static collidable](static-colliders.md)
+* [Body collidable](rigid-bodies.md)
+* [Character collidable](characters.md)
 * [Colliders](colliders.md)
 * [Colliders](colliders.md)
 * [Physics tutorials](tutorials.md)
 * [Physics tutorials](tutorials.md)

+ 3 - 3
en/manual/physics/index.md

@@ -12,9 +12,9 @@ This section explains how physics components work, how to add them to your proje
 
 
 * [Configuration](configuration.md): Manage simulations and all global parameters
 * [Configuration](configuration.md): Manage simulations and all global parameters
 * [Collidables](collidables.md): Let's define our object type
 * [Collidables](collidables.md): Let's define our object type
-    * [Static collidable](static-collidable.md): Objects that don't move (terrain, ..)
-    * [Body collidable](body-collidable.md): Moving objects, affected by gravity and collisions or Kinematics
-    * [Character collidable](character-collidable.md): Colliders for basic characters (such as players, annimals, npcs, ..)
+    * [Static collidable](static-colliders.md): Objects that don't move (terrain, ..)
+    * [Body collidable](rigid-bodies.md): Moving objects, affected by gravity and collisions or Kinematics
+    * [Character collidable](characters.md): Colliders for basic characters (such as players, annimals, npcs, ..)
     * [Colliders](colliders.md): Define the geometric shape of yours collidable components
     * [Colliders](colliders.md): Define the geometric shape of yours collidable components
     * [Triggers](triggers.md): Use triggers to detect passing objects
     * [Triggers](triggers.md): Use triggers to detect passing objects
     * [Constraints](constraints.md): Create appealing and realistic physics
     * [Constraints](constraints.md): Create appealing and realistic physics

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en/manual/physics/body-collidable.md → en/manual/physics/rigid-bodies.md


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en/manual/physics/static-collidable.md → en/manual/physics/static-colliders.md