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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "World3D" inherits= "Resource" version= "4.0" >
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<brief_description >
Class that has everything pertaining to a world.
</brief_description>
<description >
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Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Node3D nodes register their resources into the current world.
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
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</tutorials>
<methods >
</methods>
<members >
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<member name= "camera_effects" type= "CameraEffects" setter= "set_camera_effects" getter= "get_camera_effects" >
</member>
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<member name= "direct_space_state" type= "PhysicsDirectSpaceState3D" setter= "" getter= "get_direct_space_state" >
The World3D's physics direct space state, used for making various queries. Might be used only during [code]_physics_process[/code].
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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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</member>
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<member name= "fallback_environment" type= "Environment" setter= "set_fallback_environment" getter= "get_fallback_environment" >
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The World3D's fallback_environment will be used if the World3D's [Environment] fails or is missing.
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</member>
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<member name= "scenario" type= "RID" setter= "" getter= "get_scenario" >
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The World3D's visual scenario.
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</member>
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<member name= "space" type= "RID" setter= "" getter= "get_space" >
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The World3D's physics space.
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</member>
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</members>
<constants >
</constants>
</class>