Change documentation of `Shape3D.margin` to reflect current situation
(cherry picked from commit 33a6c80abb
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When set to [code]0[/code], the default value from [member ProjectSettings.physics/3d/solver/default_contact_bias] is used.
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</member>
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<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">
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The collision margin for the shape. Used in Bullet Physics only.
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The collision margin for the shape. This is not used in Godot Physics.
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Collision margins allow collision detection to be more efficient by adding an extra shell around shapes. Collision algorithms are more expensive when objects overlap by more than their margin, so a higher value for margins is better for performance, at the cost of accuracy around edges as it makes them less sharp.
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</member>
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</members>
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