:github_url: hide .. Generated automatically by doc/tools/make_rst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the World.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_World: World ===== **Inherits:** :ref:`Resource` **<** :ref:`Reference` **<** :ref:`Object` Class that has everything pertaining to a world. Description ----------- Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world. Tutorials --------- - :doc:`../tutorials/physics/ray-casting` Properties ---------- +---------------------------------------------------------------+------------------------------------------------------------------------+ | :ref:`PhysicsDirectSpaceState` | :ref:`direct_space_state` | +---------------------------------------------------------------+------------------------------------------------------------------------+ | :ref:`Environment` | :ref:`environment` | +---------------------------------------------------------------+------------------------------------------------------------------------+ | :ref:`Environment` | :ref:`fallback_environment` | +---------------------------------------------------------------+------------------------------------------------------------------------+ | :ref:`RID` | :ref:`scenario` | +---------------------------------------------------------------+------------------------------------------------------------------------+ | :ref:`RID` | :ref:`space` | +---------------------------------------------------------------+------------------------------------------------------------------------+ Property Descriptions --------------------- .. _class_World_property_direct_space_state: - :ref:`PhysicsDirectSpaceState` **direct_space_state** +----------+--------------------------+ | *Getter* | get_direct_space_state() | +----------+--------------------------+ Direct access to the world's physics 3D space state. Used for querying current and potential collisions. ---- .. _class_World_property_environment: - :ref:`Environment` **environment** +----------+------------------------+ | *Setter* | set_environment(value) | +----------+------------------------+ | *Getter* | get_environment() | +----------+------------------------+ The World's :ref:`Environment`. ---- .. _class_World_property_fallback_environment: - :ref:`Environment` **fallback_environment** +----------+---------------------------------+ | *Setter* | set_fallback_environment(value) | +----------+---------------------------------+ | *Getter* | get_fallback_environment() | +----------+---------------------------------+ The World's fallback_environment will be used if the World's :ref:`Environment` fails or is missing. ---- .. _class_World_property_scenario: - :ref:`RID` **scenario** +----------+----------------+ | *Getter* | get_scenario() | +----------+----------------+ The World's visual scenario. ---- .. _class_World_property_space: - :ref:`RID` **space** +----------+-------------+ | *Getter* | get_space() | +----------+-------------+ The World's physics space. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`