Adding Raycast3D custom debug shape thickness and color
This commit is contained in:
@@ -136,6 +136,13 @@
|
||||
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
|
||||
The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
|
||||
</member>
|
||||
<member name="debug_shape_custom_color" type="Color" setter="set_debug_shape__custom_color" getter="get_debug_shape_custom_color" default="Color( 0.0, 0.0, 0.0 )">
|
||||
The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something.
|
||||
If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.
|
||||
</member>
|
||||
<member name="debug_shape_thickness" type="int" setter="set_debug_shape_thickness" getter="get_debug_shape_thickness" default="1">
|
||||
If set to [code]1[/code], a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug shape to be visible at run-time.
|
||||
</member>
|
||||
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
|
||||
If [code]true[/code], collisions will be reported.
|
||||
</member>
|
||||
|
||||
Reference in New Issue
Block a user