From 09efb1f726e31edf1bac266a7568a613a47ea433 Mon Sep 17 00:00:00 2001 From: fabriceci Date: Sat, 9 Apr 2022 11:52:25 +0200 Subject: [PATCH] Fix up direction doc description --- doc/classes/CharacterBody2D.xml | 2 +- doc/classes/CharacterBody3D.xml | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index 28060f6579a..63d493248f7 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -183,7 +183,7 @@ If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically. - Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector2.UP[/code]. If set to [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games. + Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling [method move_and_slide]. Defaults to [code]Vector2.UP[/code]. As the vector will be normalized it can't be equal to [constant Vector2.ZERO], if you want all collisions to be reported as walls, consider using [constant MOTION_MODE_FLOATING] as [member motion_mode]. Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide]. diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 4895e2cff73..6c5cd62fe17 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -168,7 +168,7 @@ If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically. - Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector3.UP[/code]. If set to [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games. + Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling [method move_and_slide]. Defaults to [code]Vector3.UP[/code]. As the vector will be normalized it can't be equal to [constant Vector3.ZERO], if you want all collisions to be reported as walls, consider using [constant MOTION_MODE_FLOATING] as [member motion_mode]. Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].