From 21c11c6a0312ba5923029f26a5800aed7cbb9cd2 Mon Sep 17 00:00:00 2001 From: jcovin293 <111152655+jcovin293@users.noreply.github.com> Date: Sat, 7 Oct 2023 12:13:50 -0500 Subject: [PATCH] Change KinematicBodies to CharacterBodies in collision_shapes_3d.rst and collision_shapes_2d.rst --- tutorials/physics/collision_shapes_2d.rst | 6 +++--- tutorials/physics/collision_shapes_3d.rst | 6 +++--- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/tutorials/physics/collision_shapes_2d.rst b/tutorials/physics/collision_shapes_2d.rst index 64d36e486..16fb3e316 100644 --- a/tutorials/physics/collision_shapes_2d.rst +++ b/tutorials/physics/collision_shapes_2d.rst @@ -40,7 +40,7 @@ primitive shapes. However, for more complex objects, such as a large ship or a whole level, you may need convex or concave shapes instead. More on that below. We recommend favoring primitive shapes for dynamic objects such as RigidBodies -and KinematicBodies as their behavior is the most reliable. They often provide +and CharacterBodies as their behavior is the most reliable. They often provide better performance as well. Convex collision shapes @@ -72,7 +72,7 @@ Concave or trimesh collision shapes collision shapes, can take any form, from a few triangles to thousands of triangles. Concave shapes are the slowest option but are also the most accurate in Godot. **You can only use concave shapes within StaticBodies.** They will not -work with KinematicBodies or RigidBodies unless the RigidBody's mode is Static. +work with CharacterBodies or RigidBodies unless the RigidBody's mode is Static. .. note:: @@ -117,7 +117,7 @@ Performance caveats You aren't limited to a single collision shape per PhysicsBody. Still, we recommend keeping the number of shapes as low as possible to improve performance, especially for dynamic objects like RigidBodies and -KinematicBodies. On top of that, avoid translating, rotating, or scaling +CharacterBodies. On top of that, avoid translating, rotating, or scaling CollisionShapes to benefit from the physics engine's internal optimizations. When using a single non-transformed collision shape in a StaticBody, the diff --git a/tutorials/physics/collision_shapes_3d.rst b/tutorials/physics/collision_shapes_3d.rst index 420e798f1..0cb743e31 100644 --- a/tutorials/physics/collision_shapes_3d.rst +++ b/tutorials/physics/collision_shapes_3d.rst @@ -37,7 +37,7 @@ primitive shapes. However, for more complex objects, such as a large ship or a whole level, you may need convex or concave shapes instead. More on that below. We recommend favoring primitive shapes for dynamic objects such as RigidBodies -and KinematicBodies as their behavior is the most reliable. They often provide +and CharacterBodies as their behavior is the most reliable. They often provide better performance as well. Convex collision shapes @@ -79,7 +79,7 @@ Concave or trimesh collision shapes collision shapes, can take any form, from a few triangles to thousands of triangles. Concave shapes are the slowest option but are also the most accurate in Godot. **You can only use concave shapes within StaticBodies.** They will not -work with KinematicBodies or RigidBodies unless the RigidBody's mode is Static. +work with CharacterBodies or RigidBodies unless the RigidBody's mode is Static. .. note:: @@ -117,7 +117,7 @@ Performance caveats You aren't limited to a single collision shape per PhysicsBody. Still, we recommend keeping the number of shapes as low as possible to improve performance, especially for dynamic objects like RigidBodies and -KinematicBodies. On top of that, avoid translating, rotating, or scaling +CharacterBodies. On top of that, avoid translating, rotating, or scaling CollisionShapes to benefit from the physics engine's internal optimizations. When using a single non-transformed collision shape in a StaticBody, the