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Replace instances of KinematicBody with CharacteBody in READMEs
KinematicBody was replaced by CharacterBody in Godot 4.0. This also adds the 3D suffix to 3D physics classes.
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2d/kinematic_character/README.md

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# Kinematic Character 2D
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Example of how to make a kinematic character controller in 2D using
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[`KinematicBody2D`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody2d.html).
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[`CharacterBody2D`](https://docs.godotengine.org/en/latest/classes/class_characterbody2d.html).
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The character moves around, is affected by moving platforms,
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can jump through one-way collision platforms, etc.
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2d/platformer/README.md

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## Features
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- Side-scrolling player controller using [`KinematicBody2D`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody2d.html).
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- Side-scrolling player controller using [`CharacterBody2D`](https://docs.godotengine.org/en/latest/classes/class_characterbody2d.html).
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- Can walk on and snap to slopes.
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- Can shoot, including while jumping.
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- Enemies that crawl on the floor and change direction when they encounter an obstacle.

3d/kinematic_character/README.md

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## How does it work?
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This demo uses a [`KinematicBody`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody.html)
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for the player, and [`StaticBody`](https://docs.godotengine.org/en/latest/classes/class_staticbody.html)
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This demo uses a [`CharacterBody3D`](https://docs.godotengine.org/en/latest/classes/class_characterbody3d.html)
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for the player, and [`StaticBody3D`](https://docs.godotengine.org/en/latest/classes/class_staticbody3d.html)
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for the level. Each has colliders, the player moves itself via
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`move_and_slide()` in `_physics_process()`, and collides with the level.
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3d/rigidbody_character/README.md

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RigidBody character demo for 3D using a capsule for the character.
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Cubes as RigidBodies spawn in the map from above to show interaction
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with the player (jump on them, gently push them), which would be
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impossible with a KinematicBody.
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impossible with a CharacterBody.
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Language: GDScript
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## How does it work?
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This demo uses a [`RigidBody`](https://docs.godotengine.org/en/stable/classes/class_rigidbody.html)
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for the player, and [`StaticBody`](https://docs.godotengine.org/en/latest/classes/class_staticbody.html)
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This demo uses a [`RigidBody3D`](https://docs.godotengine.org/en/stable/classes/class_rigidbody3d.html)
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for the player, and [`StaticBody3D`](https://docs.godotengine.org/en/latest/classes/class_staticbody3d.html)
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for the level. Each has colliders, the player moves itself via
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`apply_central_impulse()` in `_physics_process()`, and collides with the level.
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3d/truck_town/README.md

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## How does it work?
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The base vehicle uses a
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[`VehicleBody`](https://docs.godotengine.org/en/latest/classes/class_vehiclebody.html)
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[`VehicleBody3D`](https://docs.godotengine.org/en/latest/classes/class_vehiclebody3d.html)
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node. The trailer truck is tied together using a
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[`ConeJointTwist`](https://docs.godotengine.org/en/latest/classes/class_conetwistjoint.html)
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node, and the tow truck is tried together using a chain made of
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[`RigidBody`](https://docs.godotengine.org/en/latest/classes/class_rigidbody.html)
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[`RigidBody3D`](https://docs.godotengine.org/en/latest/classes/class_rigidbody3d.html)
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nodes which are pinned together using
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[`PinJoint`](https://docs.godotengine.org/en/latest/classes/class_pinjoint.html) nodes.
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3d/voxel/README.md

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## How does it work?
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Each chunk is a
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[`StaticBody`](https://docs.godotengine.org/en/latest/classes/class_staticbody.html)
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[`StaticBody3D`](https://docs.godotengine.org/en/latest/classes/class_staticbody3d.html)
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with each block having its own
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[`CollisionShape`](https://docs.godotengine.org/en/latest/classes/class_collisionshape.html)
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for collisions. The meshes are created using

misc/2.5d/README.md

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Custom node types are added in a Godot plugin to allow 2.5D objects. Node25D serves as the base for all 2.5D objects. Its first child must be a 3D Spatial, which is used to calculate its position. Then, add a 2D Sprite (or similar) to display the object.
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Inside of Node25D, a 2.5D transformation matrix made of three `Vector2`s is used to calculate the 2D position from the 3D position. For getting a 3D position, this project uses KinematicBody and StaticBody (3D), but these only exist for math - the camera is 2D and all sprites are 2D. You are able to use any Spatial node for math.
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Inside of Node25D, a 2.5D transformation matrix made of three `Vector2`s is used to calculate the 2D position from the 3D position. For getting a 3D position, this project uses CharacterBody and StaticBody (3D), but these only exist for math - the camera is 2D and all sprites are 2D. You are able to use any Spatial node for math.
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Several view modes are implemented, including top down, front side, 45 degree, isometric, and two oblique modes. To implement a different view angle, all you need to do is create a new set of basis vectors in Node25D, use it on all instances, and of course create sprites to display that object in 2D.
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The plugin also adds YSort25D to sort Node25D nodes, and ShadowMath25D for calculating a shadow (a simple KinematicBody that tries to cast downward).
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The plugin also adds YSort25D to sort Node25D nodes, and ShadowMath25D for calculating a shadow (a simple CharacterBody that tries to cast downward).
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## Screenshots
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mono/2.5d/README.md

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Custom node types are added in a Godot plugin to allow 2.5D objects. Node25D serves as the base for all 2.5D objects. Its first child must be a 3D Spatial, which is used to calculate its position. Then, add a 2D Sprite (or similar) to display the object.
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Inside of Node25D, new structs called Basis25D and Transform25D are used to calculate the 2D position from the 3D position. For getting a 3D position, this project uses KinematicBody and StaticBody (3D), but these only exist for math - the camera is 2D and all sprites are 2D. You are able to use any Spatial node for math.
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Inside of Node25D, new structs called Basis25D and Transform25D are used to calculate the 2D position from the 3D position. For getting a 3D position, this project uses CharacterBody and StaticBody (3D), but these only exist for math - the camera is 2D and all sprites are 2D. You are able to use any Spatial node for math.
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Several view modes are implemented, including top down, front side, 45 degree, isometric, and two oblique modes. To implement a different view angle, all you need to do is create a new Basis25D, use it in all your Node25D transforms, and of course create sprites to display that object in 2D.
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The plugin also adds YSort25D to sort Node25D nodes, and ShadowMath25D for calculating a shadow (a simple KinematicBody that tries to cast downward).
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The plugin also adds YSort25D to sort Node25D nodes, and ShadowMath25D for calculating a shadow (a simple CharacterBody that tries to cast downward).
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## Screenshots
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