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Document WorldBoundaryShape3D having a finite size when using Jolt Physics
This also mentions Jolt Physics in the ProjectSettings 3D physics engine documentation.
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doc/classes/ProjectSettings.xml

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</member>
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<member name="physics/2d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
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Sets which physics engine to use for 2D physics.
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"DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented.
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"Dummy" is a 2D physics server that does nothing and returns only dummy values, effectively disabling all 2D physics functionality.
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[b]DEFAULT[/b] is currently equivalent to [b]GodotPhysics2D[/b], but may change in future releases. Select an explicit implementation if you want to ensure that your project stays on the same engine.
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[b]GodotPhysics2D[/b] is Godot's internal 2D physics engine.
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[b]Dummy[/b] is a 2D physics server that does nothing and returns only dummy values, effectively disabling all 2D physics functionality.
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Third-party extensions and modules can add other physics engines to select with this setting.
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</member>
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<member name="physics/2d/run_on_separate_thread" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the 2D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 2D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
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</member>
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<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
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Sets which physics engine to use for 3D physics.
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"DEFAULT" and "GodotPhysics3D" are the same, as there is currently no alternative 3D physics server implemented.
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"Dummy" is a 3D physics server that does nothing and returns only dummy values, effectively disabling all 3D physics functionality.
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[b]DEFAULT[/b] is currently equivalent to [b]GodotPhysics3D[/b], but may change in future releases. Select an explicit implementation if you want to ensure that your project stays on the same engine.
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[b]GodotPhysics3D[/b] is Godot's internal 3D physics engine.
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[b]Jolt Physics[/b] is an alternative physics engine that is generally faster and more reliable than [b]GodotPhysics3D[/b]. As it was recently implemented, it is currently considered experimental and its behavior may change in future releases.
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[b]Dummy[/b] is a 3D physics server that does nothing and returns only dummy values, effectively disabling all 3D physics functionality.
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Third-party extensions and modules can add other physics engines to select with this setting.
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</member>
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<member name="physics/3d/run_on_separate_thread" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the 3D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 3D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.

doc/classes/WorldBoundaryShape3D.xml

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</brief_description>
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<description>
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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.
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[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].
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</description>
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<tutorials>
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</tutorials>

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