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Replace instances of KinematicBody with CharacteBody in READMEs
KinematicBody was replaced by CharacterBody in Godot 4.0. This also adds the 3D suffix to 3D physics classes.
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@@ -11,8 +11,8 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
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## How does it work?
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This demo uses a [`KinematicBody`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody.html)
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for the player, and [`StaticBody`](https://docs.godotengine.org/en/latest/classes/class_staticbody.html)
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This demo uses a [`CharacterBody3D`](https://docs.godotengine.org/en/latest/classes/class_characterbody3d.html)
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for the player, and [`StaticBody3D`](https://docs.godotengine.org/en/latest/classes/class_staticbody3d.html)
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for the level. Each has colliders, the player moves itself via
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`move_and_slide()` in `_physics_process()`, and collides with the level.
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@@ -3,7 +3,7 @@
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RigidBody character demo for 3D using a capsule for the character.
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Cubes as RigidBodies spawn in the map from above to show interaction
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with the player (jump on them, gently push them), which would be
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impossible with a KinematicBody.
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impossible with a CharacterBody.
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Language: GDScript
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@@ -13,8 +13,8 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
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## How does it work?
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This demo uses a [`RigidBody`](https://docs.godotengine.org/en/stable/classes/class_rigidbody.html)
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for the player, and [`StaticBody`](https://docs.godotengine.org/en/latest/classes/class_staticbody.html)
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This demo uses a [`RigidBody3D`](https://docs.godotengine.org/en/stable/classes/class_rigidbody3d.html)
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for the player, and [`StaticBody3D`](https://docs.godotengine.org/en/latest/classes/class_staticbody3d.html)
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for the level. Each has colliders, the player moves itself via
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`apply_central_impulse()` in `_physics_process()`, and collides with the level.
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@@ -26,11 +26,11 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
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## How does it work?
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The base vehicle uses a
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[`VehicleBody`](https://docs.godotengine.org/en/latest/classes/class_vehiclebody.html)
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[`VehicleBody3D`](https://docs.godotengine.org/en/latest/classes/class_vehiclebody3d.html)
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node. The trailer truck is tied together using a
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[`ConeJointTwist`](https://docs.godotengine.org/en/latest/classes/class_conetwistjoint.html)
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node, and the tow truck is tried together using a chain made of
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[`RigidBody`](https://docs.godotengine.org/en/latest/classes/class_rigidbody.html)
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[`RigidBody3D`](https://docs.godotengine.org/en/latest/classes/class_rigidbody3d.html)
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nodes which are pinned together using
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[`PinJoint`](https://docs.godotengine.org/en/latest/classes/class_pinjoint.html) nodes.
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@@ -12,7 +12,7 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
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## How does it work?
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Each chunk is a
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[`StaticBody`](https://docs.godotengine.org/en/latest/classes/class_staticbody.html)
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[`StaticBody3D`](https://docs.godotengine.org/en/latest/classes/class_staticbody3d.html)
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with each block having its own
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[`CollisionShape`](https://docs.godotengine.org/en/latest/classes/class_collisionshape.html)
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for collisions. The meshes are created using
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