Fix `input_ray_pickable` documentation for `CollisionObject3D`

This commit is contained in:
rafallus 2022-01-17 18:04:43 -06:00
parent 846c14eee9
commit ba7d3f8331
2 changed files with 2 additions and 2 deletions

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@ -208,7 +208,7 @@
Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
</member> </member>
<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" default="true"> <member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" default="true">
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. 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.
</member> </member>
</members> </members>
<signals> <signals>

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@ -183,7 +183,7 @@
If [code]true[/code], the [CollisionObject3D] will continue to receive input events as the mouse is dragged across its shapes. If [code]true[/code], the [CollisionObject3D] will continue to receive input events as the mouse is dragged across its shapes.
</member> </member>
<member name="input_ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true"> <member name="input_ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true">
If [code]true[/code], the [CollisionObject3D]'s shapes will respond to [RayCast3D]s. 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.
</member> </member>
</members> </members>
<signals> <signals>