Safe margin cleanup
Safe margin property on CharacterBody only, used as argument in move_and_collide. Removed kinematic_safe_margin in 3D physics server, not really useful and now harmonized with 2D.
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@@ -81,6 +81,12 @@
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</method>
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</methods>
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<members>
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<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001">
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Extra margin used for collision recovery when calling [method move_and_slide].
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If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
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A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
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A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
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</member>
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<member name="floor_max_angle" type="float" setter="set_floor_max_angle" getter="get_floor_max_angle" default="0.785398">
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Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. The default value equals 45 degrees.
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</member>
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