From b65addc39fdd134bcb6affe3267ee3decf28c23d Mon Sep 17 00:00:00 2001 From: skyace65 Date: Tue, 22 Jul 2025 21:15:54 -0400 Subject: [PATCH] Remove section from Jolt page that no longer applies --- tutorials/physics/using_jolt_physics.rst | 9 --------- 1 file changed, 9 deletions(-) diff --git a/tutorials/physics/using_jolt_physics.rst b/tutorials/physics/using_jolt_physics.rst index 6dc13f4a22e..f858942c8eb 100644 --- a/tutorials/physics/using_jolt_physics.rst +++ b/tutorials/physics/using_jolt_physics.rst @@ -32,15 +32,6 @@ Notable differences to Godot Physics There are many differences between the existing Godot Physics engine and Jolt. -Area3D and static bodies -~~~~~~~~~~~~~~~~~~~~~~~~ -When using Jolt, :ref:`class_Area3D` will not detect overlaps with :ref:`class_StaticBody3D` -(nor a :ref:`class_RigidBody3D` frozen with ``FREEZE_MODE_STATIC``) by default, for -performance reasons. If you have many/large :ref:`class_Area3D` overlapping with -complex static geometry, such as :ref:`class_ConcavePolygonShape3D` or -:ref:`class_HeightMapShape3D`, you can end up wasting a significant amount of CPU -performance and memory without realizing it. - Joint properties ~~~~~~~~~~~~~~~~