godot/doc/classes/SeparationRayShape3D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="SeparationRayShape3D" inherits="Shape3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A 3D ray shape used for physics collision that tries to separate itself from any collider.
</brief_description>
<description>
2023-09-29 19:01:45 +00:00
A 3D ray shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape3D]. When a [SeparationRayShape3D] collides with an object, it tries to separate itself from it by moving its endpoint to the collision point. For example, a [SeparationRayShape3D] next to a character can allow it to instantly move up when touching stairs.
</description>
<tutorials>
</tutorials>
<members>
<member name="length" type="float" setter="set_length" getter="get_length" default="1.0">
The ray's length.
</member>
<member name="slide_on_slope" type="bool" setter="set_slide_on_slope" getter="get_slide_on_slope" default="false">
If [code]false[/code] (default), the shape always separates and returns a normal along its own direction.
If [code]true[/code], the shape can return the correct normal and separate in any direction, allowing sliding motion on slopes.
</member>
</members>
</class>