From b89b2e9aa72feb5f00f6e54f8ba69c1fe6348f85 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sun, 1 Jun 2025 17:16:04 +0200 Subject: [PATCH] Recommend Jolt Physics in SoftBody3D class reference Jolt Physics has greatly improved SoftBody3D usability in Godot compared to what was previously available with GodotPhysics3D. --- doc/classes/SoftBody3D.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml index f6bfcdcb12..042a908bbd 100644 --- a/doc/classes/SoftBody3D.xml +++ b/doc/classes/SoftBody3D.xml @@ -6,7 +6,7 @@ A deformable 3D physics mesh. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. Additionally, [SoftBody3D] is subject to wind forces defined in [Area3D] (see [member Area3D.wind_source_path], [member Area3D.wind_force_magnitude], and [member Area3D.wind_attenuation_factor]). - [b]Note:[/b] There are many known bugs in [SoftBody3D]. Therefore, it's not recommended to use them for things that can affect gameplay (such as trampolines). + [b]Note:[/b] It's recommended to use Jolt Physics when using [SoftBody3D] instead of the default GodotPhysics3D, as Jolt Physics' soft body implementation is faster and more reliable. You can switch the physics engine using the [member ProjectSettings.physics/3d/physics_engine] project setting. $DOCS_URL/tutorials/physics/soft_body.html