diff --git a/tutorials/2d/physics_introduction.rst b/tutorials/2d/physics_introduction.rst index 13eb54fe..4e8333dc 100644 --- a/tutorials/2d/physics_introduction.rst +++ b/tutorials/2d/physics_introduction.rst @@ -62,7 +62,7 @@ Transforming shapes As seen before in the collide functions, 2D shapes in godot can be transformed by using a regular :ref:`Matrix32 ` -transform, meaning the can check collision while scaled, moved and +transform, meaning they can check collision while scaled, moved and rotated. The only limitation to this is that shapes with curved sections (such as circle and capsule) can only be scaled uniformly. This means that circle or capsule shapes scaled in the form of an ellipse **will