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81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
30 lines
1.4 KiB
XML
30 lines
1.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsServer2DManager" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A singleton for managing [PhysicsServer2D] implementations.
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</brief_description>
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<description>
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[PhysicsServer2DManager] is the API for registering [PhysicsServer2D] implementations and for setting the default implementation.
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[b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Godot itself and possibly by GDExtensions.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="register_server">
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<return type="void" />
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<param index="0" name="name" type="String" />
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<param index="1" name="create_callback" type="Callable" />
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<description>
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Register a [PhysicsServer2D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer2D] object.
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</description>
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</method>
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<method name="set_default_server">
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<return type="void" />
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<param index="0" name="name" type="String" />
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<param index="1" name="priority" type="int" />
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<description>
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Set the default [PhysicsServer2D] implementation to the one identified by [param name], if [param priority] is greater than the priority of the current default implementation.
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</description>
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</method>
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</methods>
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</class>
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