Fix `input_ray_pickable` documentation for `CollisionObject3D`
(cherry picked from commit ba7d3f8331
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@ -182,7 +182,7 @@
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If [code]true[/code], the [CollisionObject] will continue to receive input events as the mouse is dragged across its shapes.
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</member>
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<member name="input_ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true">
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If [code]true[/code], the [CollisionObject]'s shapes will respond to [RayCast]s.
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If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [member collision_layer] bit to be set.
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</member>
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</members>
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<signals>
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@ -207,7 +207,7 @@
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[b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" default="true">
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If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [code]collision_layer[/code] bit to be set.
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If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [member collision_layer] bit to be set.
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</member>
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</members>
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<signals>
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