godotengine / godotengine/godot

Bad ShapeCast / RayCast `enabled` property documentation

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#87,675 6 comments 3 reactions 0 assignees View on GitHub
discussion documentation topic:physics
Dominant language
C++
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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

Open the contributing 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

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