diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index fb7edd65ad..86354548cd 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -87,7 +87,7 @@ Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes. - [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/delta] — this is done by the method. + [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/code] — this is done by the method. [code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games. If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes. If the body collides, it will change direction a maximum of [code]max_bounces[/code] times before it stops. diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index d9e669f493..e7c58fdb3a 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -87,7 +87,7 @@ Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes. - [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/delta] — this is done by the method. + [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/code] — this is done by the method. [code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games. If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes. If the body collides, it will change direction a maximum of [code]max_bounces[/code] times before it stops.