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LInked to the physics debugging section

Björn Ritzl 6 năm trước cách đây
mục cha
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2 tập tin đã thay đổi với 4 bổ sung1 xóa
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      docs/en/manuals/debugging.md
  2. 3 0
      docs/en/manuals/physics.md

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docs/en/manuals/debugging.md

@@ -170,7 +170,7 @@ Happy hunting!
 
 ## Debugging problems with physics
 
-If you have problems with physics and collisions aren't working as expected it is recommended to enable physics debugging. Check the *Physics Debug* checkbox in the Physics section of the ’game.project’ file:
+If you have problems with physics and collisions aren't working as expected it is recommended to enable physics debugging. Check the *Debug* checkbox in the *Physics* section of the *game.project* file:
 
 ![physics debug setting](images/debugging/physics_debug_setting.png)
 

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docs/en/manuals/physics.md

@@ -346,3 +346,6 @@ The reaction force and torque applied to a joint can be read using [`physics.get
 
 Collection proxies
 : Through collection proxies it is possible to load more than one top level collection, or *game world* into the engine. When doing so it is important to know that each top level collection is a separate physical world. Physics interactions (collisions, triggers, ray-casts) only happen between objects belonging to the same world. So even if the collision objects from two worlds visually sits right on top of each other, there cannot be any physics interaction between them.
+
+Collisions not detected
+: If you have problems with collisions not being handled or detected properly then make sure to read up on [physics debugging in the Debugging manual](/manuals/debugging/#_debugging_problems_with_physics).