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Merge pull request #66348 from dzil123/world3d_direct_space_state_doc
World3D.direct_space_state add multithreaded warning
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The [RID] of this world's canvas resource. Used by the [RenderingServer] for 2D drawing.
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</member>
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<member name="direct_space_state" type="PhysicsDirectSpaceState2D" setter="" getter="get_direct_space_state">
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Direct access to the world's physics 2D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [code]_physics_process(delta)[/code] in the main thread.
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Direct access to the world's physics 2D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [method Node._physics_process] in the main thread.
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</member>
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<member name="navigation_map" type="RID" setter="" getter="get_navigation_map">
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The [RID] of this world's navigation map. Used by the [NavigationServer2D].
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The default [CameraAttributes] resource to use if none set on the [Camera3D].
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</member>
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<member name="direct_space_state" type="PhysicsDirectSpaceState3D" setter="" getter="get_direct_space_state">
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Direct access to the world's physics 3D space state. Used for querying current and potential collisions.
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Direct access to the world's physics 3D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [method Node._physics_process] in the main thread.
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</member>
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<member name="environment" type="Environment" setter="set_environment" getter="get_environment">
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The World3D's [Environment].
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