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Merge pull request #10486 from Calinou/physics-shape-direct-children-only
Document only direct child nodes accounting for CollisionShape2D/3D
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tutorials/physics/collision_shapes_2d.rst

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@@ -14,9 +14,10 @@ accuracy tradeoffs.
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You can define the shape of a :ref:`class_PhysicsBody2D` by adding one or more
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:ref:`CollisionShape2Ds <class_CollisionShape2D>` or
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:ref:`CollisionPolygon2Ds <class_CollisionPolygon2D>` as child nodes.
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Note that you must add a :ref:`class_Shape2D` *resource* to collision shape
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nodes in the Inspector dock.
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:ref:`CollisionPolygon2Ds <class_CollisionPolygon2D>` as *direct* child nodes.
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Indirect child nodes (i.e. children of child nodes) will be ignored and won't be
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used as collision shapes. Also, note that you must add a :ref:`class_Shape2D`
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*resource* to collision shape nodes in the Inspector dock.
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.. note::
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tutorials/physics/collision_shapes_3d.rst

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@@ -13,9 +13,10 @@ Godot provides many kinds of collision shapes, with different performance and
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accuracy tradeoffs.
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You can define the shape of a :ref:`class_PhysicsBody3D` by adding one or more
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:ref:`CollisionShape3Ds <class_CollisionShape3D>` as child nodes. Note that you must
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add a :ref:`class_Shape3D` *resource* to collision shape nodes in the Inspector
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dock.
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:ref:`CollisionShape3Ds <class_CollisionShape3D>` as *direct* child nodes.
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Indirect child nodes (i.e. children of child nodes) will be ignored and won't be
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used as collision shapes. Also, note that you must add a :ref:`class_Shape3D`
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*resource* to collision shape nodes in the Inspector dock.
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.. note::
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