Fix Jolt note in WorldBoundaryShape3D documentation

The dimensions are around the shape's origin, not the world origin (i.e.
`(0, 0, 0)` in global coordinates).
This commit is contained in:
Hugo Locurcio
2025-01-20 14:52:56 +01:00
parent 7b1ed520bd
commit 9030f76984

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@@ -5,7 +5,7 @@
</brief_description>
<description>
A 3D world boundary shape, intended for use in physics. [WorldBoundaryShape3D] works like an infinite plane that forces all physics bodies to stay above it. The [member plane]'s normal determines which direction is considered as "above" and in the editor, the line over the plane represents this direction. It can for example be used for endless flat floors.
[b]Note:[/b] When the physics engine is set to [b]Jolt Physics[/b] in the project settings ([member ProjectSettings.physics/3d/physics_engine]), [WorldBoundaryShape3D] has a finite size (centered at the world origin). It can be adjusted by changing [member ProjectSettings.physics/jolt_physics_3d/limits/world_boundary_shape_size].
[b]Note:[/b] When the physics engine is set to [b]Jolt Physics[/b] in the project settings ([member ProjectSettings.physics/3d/physics_engine]), [WorldBoundaryShape3D] has a finite size (centered at the shape's origin). It can be adjusted by changing [member ProjectSettings.physics/jolt_physics_3d/limits/world_boundary_shape_size].
</description>
<tutorials>
</tutorials>