Remove extra codeblock tag from ProximityGroup classref
(cherry picked from commit c197e11363
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- The larger the grid radius, the more coordinates and the more [SceneTree] groups are created. This can have a performance impact if too many groups are created.
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- If the [ProximityGroup] node is transformed in any way (or is removed from the scene tree), the groupings will have to be recalculated. This can also have a performance impact.
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- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, small grid radius values may lead to unwanted groupings.
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[/codeblock]
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[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more effective and faster [VisibilityNotifier] functionality. For most use cases, [method Vector3.distance_to] or [method Vector3.distance_squared_to] are fast enough too, especially if you call them less often using a [Timer] node.
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</description>
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<tutorials>
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