diff --git a/tutorials/3d/fps_tutorial/part_two.rst b/tutorials/3d/fps_tutorial/part_two.rst index 80f91afaa..cea6536d0 100644 --- a/tutorials/3d/fps_tutorial/part_two.rst +++ b/tutorials/3d/fps_tutorial/part_two.rst @@ -448,11 +448,11 @@ Create a new script called ``Bullet_script.gd`` and attach it to the ``Bullet`` We are going to move the entire bullet object at the root (``Bullet``). We will be using the :ref:`Area ` to check whether or not we've collided with something -.. note:: Why are we using a :ref:`Area ` and not a :ref:`RigidBody `? The main reason we're not using a :ref:`RigidBody ` +.. note:: Why are we using an :ref:`Area ` and not a :ref:`RigidBody `? The main reason we're not using a :ref:`RigidBody ` is because we do not want the bullet to interact with other :ref:`RigidBody ` nodes. By using an :ref:`Area ` we are assuring that none of the other :ref:`RigidBody ` nodes, including other bullets, will be effected. - Another reason is simply because it is easier to detect collisions with a :ref:`Area `! + Another reason is simply because it is easier to detect collisions with an :ref:`Area `! Here's the script that will control our bullet: