godot/doc/classes/World.xml
Marcel Admiraal dd7f9b1c08 Make it clear that PhysicsDirectSpaceState is only available from
within _physics_process().

(cherry picked from commit bb9c104695)
2020-05-13 16:13:47 +02:00

34 lines
1.5 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="World" inherits="Resource" version="3.2">
<brief_description>
Class that has everything pertaining to a world.
</brief_description>
<description>
Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
</methods>
<members>
<member name="direct_space_state" type="PhysicsDirectSpaceState" setter="" getter="get_direct_space_state">
Direct access to the world's physics 3D space state. Used for querying current and potential collisions. Must only be accessed from within [code]_physics_process(delta)[/code].
</member>
<member name="environment" type="Environment" setter="set_environment" getter="get_environment">
The World's [Environment].
</member>
<member name="fallback_environment" type="Environment" setter="set_fallback_environment" getter="get_fallback_environment">
The World's fallback_environment will be used if the World's [Environment] fails or is missing.
</member>
<member name="scenario" type="RID" setter="" getter="get_scenario">
The World's visual scenario.
</member>
<member name="space" type="RID" setter="" getter="get_space">
The World's physics space.
</member>
</members>
<constants>
</constants>
</class>