Merge pull request #58673 from Calinou/smooth-trimesh-collision-always-setting
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<member name="physics/3d/sleep_threshold_linear" type="float" setter="" getter="" default="0.1">
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Threshold linear velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
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</member>
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<member name="physics/3d/smooth_trimesh_collision" type="bool" setter="" getter="" default="false">
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If [code]true[/code], smooths out collision with trimesh shapes ([ConcavePolygonShape3D]) by telling the Bullet physics engine to generate internal edge information for every trimesh shape created.
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[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to [code]Bullet[/code], [i]not[/i] [code]DEFAULT[/code] or [code]GodotPhysics[/code].
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</member>
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<member name="physics/3d/solver/contact_max_allowed_penetration" type="float" setter="" getter="" default="0.01">
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Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION].
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</member>
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