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Added note on inverted default for dynamic transform of physic shapes

Björn Ritzl 4 年之前
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b7f435d083
共有 2 個文件被更改,包括 2 次插入2 次删除
  1. 1 1
      docs/en/manuals/physics-shapes.md
  2. 1 1
      docs/en/manuals/project-settings.md

+ 1 - 1
docs/en/manuals/physics-shapes.md

@@ -62,7 +62,7 @@ The shape will not be drawn in the editor. You can [enable Physics debugging](/m
 
 
 # Scaling collision shapes
-It is possible to let the collision object and its shapes inherit the scale of the game object. Check the [Allow Dynamic Transforms](/manuals/project-settings/#allow-dynamic-transforms) checkbox in the Physics section of *game.project* to enable this. Note that only uniform scaling is supported and that the smallest scale value will be used if the scale isn't uniform.
+The collision object and its shapes inherit the scale of the game object. To disable this behaviour uncheck the [Allow Dynamic Transforms](/manuals/project-settings/#allow-dynamic-transforms) checkbox in the Physics section of *game.project*. Note that only uniform scaling is supported and that the smallest scale value will be used if the scale isn't uniform.
 
 
 # Rotating collision shapes

+ 1 - 1
docs/en/manuals/project-settings.md

@@ -140,7 +140,7 @@ World gravity along z-axis, `0` by default.
 Tells the physics engine how to scale the physics worlds in relation to the game world for numerical precision, `0.01`--`1.0`. If the value is set to `0.02`, it means that the physics engine will view 50 units as 1 meter ($1 / 0.02$). The default value is `1.0`.
 
 #### Allow Dynamic Transforms
-Check if the physics engine should scale collision objects using the scale of the game objects they belong to.
+Check if the physics engine should scale collision objects using the scale of the game objects they belong to. `true` by default.
 
 #### Debug Scale
 How big to draw unit objects in physics, like triads and normals, `30` by default.