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Added Physics Editor to the list of tools

Björn Ritzl 1 年之前
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共有 1 個文件被更改,包括 12 次插入2 次删除
  1. 12 2
      docs/en/manuals/physics-shapes.md

+ 12 - 2
docs/en/manuals/physics-shapes.md

@@ -51,10 +51,11 @@ Note that the *Group* property is **not** used here since the collision groups a
 :::
 
 ## Convex hull shape
-Defold includes a feature allowing you to create a convex hull shape from three or more points. You can use an external tool such as the [Defold Polygon Editor](https://rossgrams.itch.io/defold-polygon-editor) or the [Physics Body Editor](https://selimanac.github.io/physics-body-editor/) to create a convex hull shape.
+Defold includes a feature allowing you to create a convex hull shape from three or more points. 
 
 1. Create convex hull shape file (file extension `.convexshape`) using an external editor.
-2. Instead of adding shapes to the collision object component, set the *Collision Shape* property to the *convex shape* file.
+2. Edit the file manually using a text editor or external tool (see below)
+3. Instead of adding shapes to the collision object component, set the *Collision Shape* property to the *convex shape* file.
 
 ::: sidenote
 The shape will not be drawn in the editor. You can [enable Physics debugging](/manuals/debugging/#debugging-problems-with-physics) at runtime to see the shape.
@@ -92,6 +93,15 @@ The above example defines the four corners of a rectangle:
  200x100   400x100
 ```
 
+## External tools
+
+There are a number of different external tools that can be used to create collision shapes:
+
+* The [Physics Editor](https://www.codeandweb.com/physicseditor/tutorials/how-to-create-physics-shapes-for-defold) from CodeAndWeb can be used to create game objects with sprites and matching collision shapes.
+* [Defold Polygon Editor](https://rossgrams.itch.io/defold-polygon-editor) can be used to create convex hull shapes.
+* [Physics Body Editor](https://selimanac.github.io/physics-body-editor/) can be used to create convex hull shapes.
+
+
 # Scaling collision shapes
 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.