godot/doc/classes/RayShape.xml
Hugo Locurcio f7f6115f76
Proofread and improve the whole class reference
- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
  and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
2019-06-27 22:30:19 +02:00

24 lines
888 B
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="RayShape" inherits="Shape" category="Core" version="3.2">
<brief_description>
Ray shape for 3D collisions.
</brief_description>
<description>
Ray shape for 3D collisions, which can be set into a [PhysicsBody] or [Area]. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="length" type="float" setter="set_length" getter="get_length">
The ray's length.
</member>
<member name="slips_on_slope" type="bool" setter="set_slips_on_slope" getter="get_slips_on_slope">
If [code]true[/code], allow the shape to return the correct normal. Default value: [code]false[/code].
</member>
</members>
<constants>
</constants>
</class>