diff --git a/en/manual/physics-bullet/collider-shapes.md b/en/manual/physics-bullet/collider-shapes.md index 253d2cc0..cb888245 100644 --- a/en/manual/physics-bullet/collider-shapes.md +++ b/en/manual/physics-bullet/collider-shapes.md @@ -3,6 +3,8 @@ Beginner Designer +[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] + For [colliders](colliders.md) to interact, you need to set their shape in the **Property Grid**. You can specify a geometric shape, or use a collider shape asset. ![Select a collider shape](media/select-collider-shape.png) diff --git a/en/manual/physics-bullet/colliders.md b/en/manual/physics-bullet/colliders.md index c5ec0077..d94a0720 100644 --- a/en/manual/physics-bullet/colliders.md +++ b/en/manual/physics-bullet/colliders.md @@ -3,6 +3,8 @@ Beginner Designer +[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] + To use physics in your project, add a **collider** component to an entity. Colliders define the shapes and rules of physics objects. There are three types: diff --git a/en/manual/physics-bullet/constraints.md b/en/manual/physics-bullet/constraints.md index 9c6ee4c7..408ac719 100644 --- a/en/manual/physics-bullet/constraints.md +++ b/en/manual/physics-bullet/constraints.md @@ -1,5 +1,7 @@ # Constraints +[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] + [!INCLUDE [stride-studio-note](../../includes/under-construction-note.md)] Advanced diff --git a/en/manual/physics-bullet/create-a-bouncing-ball.md b/en/manual/physics-bullet/create-a-bouncing-ball.md index 0f11d1a7..cd26b308 100644 --- a/en/manual/physics-bullet/create-a-bouncing-ball.md +++ b/en/manual/physics-bullet/create-a-bouncing-ball.md @@ -3,6 +3,8 @@ Beginner Designer +[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] + In this tutorial, we'll use the [static collider and rigidbody components](colliders.md) to create a ball bouncing on a floor. >[!Note] diff --git a/en/manual/physics-bullet/fix-physics-jitter.md b/en/manual/physics-bullet/fix-physics-jitter.md index be437132..2af7cc69 100644 --- a/en/manual/physics-bullet/fix-physics-jitter.md +++ b/en/manual/physics-bullet/fix-physics-jitter.md @@ -3,6 +3,8 @@ Beginner Programmer +[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] + In Stride, there is no default smoothing applied to entities that are attached to physics entities. This can cause noticeable jitter, especially if the camera is attached to a character component. In this tutorial, we will explore how to add smoothing to an entity using a SyncScript. diff --git a/en/manual/physics-bullet/kinematic-rigid-bodies.md b/en/manual/physics-bullet/kinematic-rigid-bodies.md index d970c312..a6dcb293 100644 --- a/en/manual/physics-bullet/kinematic-rigid-bodies.md +++ b/en/manual/physics-bullet/kinematic-rigid-bodies.md @@ -1,5 +1,7 @@ # Kinematic rigidbodies +[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] + Sometimes you want to move [rigidbodies](rigid-bodies.md) in a specific way rather than have other objects move them. For example, you might control an elevator with a script, via its `Transform` property, rather than have other objects push and pull it. This is a **kinematic** rigidbody. Although kinematic rigidbodies aren't moved by physics, other objects can still collide with them. For example, in the case of the elevator, objects placed inside won't fall through the elevator floor. diff --git a/en/manual/physics-bullet/raycasting.md b/en/manual/physics-bullet/raycasting.md index 2e8c8a1b..544f28fc 100644 --- a/en/manual/physics-bullet/raycasting.md +++ b/en/manual/physics-bullet/raycasting.md @@ -3,6 +3,8 @@ Intermediate Programmer +[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] + **Raycasting** traces an invisible line through the scene to find intersecting [colliders](colliders.md). This is useful, for example, to check which objects are in a gun's line of fire, or are under the mouse cursor when the user clicks. >[!Note] diff --git a/en/manual/physics-bullet/rigid-bodies.md b/en/manual/physics-bullet/rigid-bodies.md index 19bc50d4..3739e8e5 100644 --- a/en/manual/physics-bullet/rigid-bodies.md +++ b/en/manual/physics-bullet/rigid-bodies.md @@ -3,6 +3,8 @@ Beginner Designer +[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] + **Rigidbodies** move based on physical forces applied to them, such as gravity and collisions. Typical rigidbodies are boxes, balls, furniture, and so on — objects that are pushed, pulled, and knocked around, and also have effects on other rigidbodies they collide with. ![Static and rigidbody colliders](media/rigid-bodies-static-and-rigid-body-colliders.png) diff --git a/en/manual/physics-bullet/script-a-trigger.md b/en/manual/physics-bullet/script-a-trigger.md index c7c9a149..8fd6fea7 100644 --- a/en/manual/physics-bullet/script-a-trigger.md +++ b/en/manual/physics-bullet/script-a-trigger.md @@ -3,6 +3,8 @@ Beginner Designer +[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] + In this tutorial, we'll create a [trigger](../physics/triggers.md) that doubles the size of a ball when the ball passes through it. >[!Note] diff --git a/en/manual/physics-bullet/simulation.md b/en/manual/physics-bullet/simulation.md index 398d212b..50ccc198 100644 --- a/en/manual/physics-bullet/simulation.md +++ b/en/manual/physics-bullet/simulation.md @@ -3,6 +3,8 @@ Intermediate Programmer +[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] + Stride's physics are controlled by the [Simulation](xref:Stride.Physics.Simulation) class. You can change how Stride initializes the [simulation](xref:Stride.Physics.Simulation) by modifying flags in [PhysicsSettings](xref:Stride.Physics.PhysicsSettings), accessed in the **GameSettings** asset properties. diff --git a/en/manual/physics-bullet/static-colliders.md b/en/manual/physics-bullet/static-colliders.md index 64e04cb8..78550c95 100644 --- a/en/manual/physics-bullet/static-colliders.md +++ b/en/manual/physics-bullet/static-colliders.md @@ -3,6 +3,8 @@ Beginner Designer +[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] + **Static colliders** aren't moved by forces such as gravity and collisions, but other physics objects can bump into them. Typical static colliders are strong immovable objects like walls, floors, large rocks, and so on. ![Static and rigidbody colliders](media/rigid-bodies-static-and-rigid-body-colliders.png) diff --git a/en/manual/physics-bullet/triggers.md b/en/manual/physics-bullet/triggers.md index 478e9bae..e380ff3f 100644 --- a/en/manual/physics-bullet/triggers.md +++ b/en/manual/physics-bullet/triggers.md @@ -3,6 +3,8 @@ Beginner Designer +[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] + If you set a collider to be a **trigger**, other colliders no longer bump into it. Instead, they pass through. The trigger detects when colliders enter it, which you can use to script events. For example, you can detect when a player character enters a room, and use this in your script to trigger an event. For more information, see [Events](../scripts/events.md). diff --git a/en/manual/physics-bullet/tutorials.md b/en/manual/physics-bullet/tutorials.md index 63d4be3f..26f49747 100644 --- a/en/manual/physics-bullet/tutorials.md +++ b/en/manual/physics-bullet/tutorials.md @@ -1,4 +1,6 @@ # Tutorials +[!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] + * [Create a bouncing ball](create-a-bouncing-ball.md): Use the static collider and rigidbody components to create a ball bouncing on a floor. * [Script a trigger](script-a-trigger.md): Create a trigger that doubles the size of a ball when the ball passes through it. \ No newline at end of file