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Document only direct child nodes accounting for CollisionShape2D/3D #10486

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7 changes: 4 additions & 3 deletions tutorials/physics/collision_shapes_2d.rst
Original file line number Diff line number Diff line change
Expand Up @@ -14,9 +14,10 @@ accuracy tradeoffs.

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

.. note::

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7 changes: 4 additions & 3 deletions tutorials/physics/collision_shapes_3d.rst
Original file line number Diff line number Diff line change
Expand Up @@ -13,9 +13,10 @@ Godot provides many kinds of collision shapes, with different performance and
accuracy tradeoffs.

You can define the shape of a :ref:`class_PhysicsBody3D` by adding one or more
:ref:`CollisionShape3Ds <class_CollisionShape3D>` as child nodes. Note that you must
add a :ref:`class_Shape3D` *resource* to collision shape nodes in the Inspector
dock.
:ref:`CollisionShape3Ds <class_CollisionShape3D>` as *direct* child nodes.
Indirect child nodes (i.e. children of child nodes) will be ignored and won't be
used as collision shapes. Also, note that you must add a :ref:`class_Shape3D`
*resource* to collision shape nodes in the Inspector dock.

.. note::

Expand Down
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