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Update physics-objects.md

Björn Ritzl 10 mesiacov pred
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      docs/en/manuals/physics-objects.md

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docs/en/manuals/physics-objects.md

@@ -11,7 +11,7 @@ Static objects
 : Static objects never move but a dynamic object that collides with a static object will react by bouncing and/or sliding. Static objects are very useful for building level geometry (i.e. ground and walls) that does not move. They are also cheaper performance-wise than dynamic objects. You cannot move or otherwise change static objects.
 
 Dynamic objects
-: Dynamic objects are simulated by the physics engine. The engine solves all collisions and applies resulting forces. Dynamic objects are good for objects that should behave realistically but you *cannot* directly manipulate the position and orientation of a dynamic object. The only way to affect them is indirectly, by [applying forces](/ref/physics/#apply_force) or changing the angular [damping](/ref/stable/physics/#angular_damping) and [velocity](/ref/stable/physics/#linear_velocity) and the linear [damping](/ref/stable/physics/#linear_damping) and [velocity](/ref/stable/physics/#angular_velocity).
+: Dynamic objects are simulated by the physics engine. The engine solves all collisions and applies resulting forces. Dynamic objects are good for objects that should behave realistically. The most common way to affect them is indirectly, by [applying forces](/ref/physics/#apply_force) or changing the angular [damping](/ref/stable/physics/#angular_damping) and [velocity](/ref/stable/physics/#linear_velocity) and the linear [damping](/ref/stable/physics/#linear_damping) and [velocity](/ref/stable/physics/#angular_velocity). It is also possible to directly manipulate the position and orientation of a dynamic object when the [Allow Dynamic Transforms setting](/manuals/project-settings/#allow-dynamic-transforms) is enabled in *game.project*.
 
 Kinematic objects
 : Kinematic objects register collisions with other physics objects, but the physics engine do not perform any automatic simulation. The job of resolving collisions, or ignoring them, is left to you ([learn more](/manuals/physics-resolving-collisions)). Kinematic objects are very good for player or script controlled objects that require fine grained control of the physical reactions, like a player character.