diff --git a/getting_started/first_3d_game/06.jump_and_squash.rst b/getting_started/first_3d_game/06.jump_and_squash.rst index 1e22476e8ee..0ffd6377d87 100644 --- a/getting_started/first_3d_game/06.jump_and_squash.rst +++ b/getting_started/first_3d_game/06.jump_and_squash.rst @@ -241,7 +241,11 @@ With this code, if no collisions occurred on a given frame, the loop won't run. # We get one of the collisions with the player var collision = get_slide_collision(index) - # If the collision is with ground + # If there are duplicate collisions with a mob in a single frame + # the mob will be deleted after the first collision, and a second call to + # get_collider will return null, leading to a null pointer when calling + # collision.get_collider().is_in_group("mob"). + # This block of code prevents processing duplicate collisions. if collision.get_collider() == null: continue