godotengine / godotengine/godot
Bad ShapeCast / RayCast `enabled` property documentation
- Dominant language
- C++
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- 117k
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Description
### Tested versions
Applies to `ShapeCast*` and `RayCast*` docs, present on **all** versions.
https://docs.godotengine.org/en/latest/classes/class_shapecast3d.html
### System information
N/A (Documentation)
### Issue description
The enabled property of ShapeCast* / RayCast* is wrong:
> If true, collisions will be reported.
This is not true, as using `force_shapecast_update` does not require `enabled` to be set to true.
It should also include that having it enabled results in automatically recomputed data with each _physics_process tick, similar to https://docs.godotengine.org/en/latest/classes/class_shapecast3d.html#class-shapecast3d-method-force-shapecast-update.
### Steps to reproduce
N/A (Documentation)
### Minimal reproduction project (MRP)
N/A (Documentation)
Contributor guide
Research direction
Start with the linked ShapeCast3D class documentation and compare the enabled property with force_shapecast_update. Review the corresponding ShapeCast* and RayCast* documentation entries, then update the explanation so it distinguishes forced updates from automatic physics-tick recomputation. Done means the enabled behavior is accurately documented for both class families.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- godot
- Domain
- documentation
- Issue type
- Documentation
- Difficulty
- 2/5
- Estimated time
- 1-3 hours
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 48/100