Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

ShapeCast3D gives wrong location when getting collision point #319

Open
Phreakyx opened this issue Dec 12, 2024 · 0 comments
Open

ShapeCast3D gives wrong location when getting collision point #319

Phreakyx opened this issue Dec 12, 2024 · 0 comments
Labels
bug Something isn't working

Comments

@Phreakyx
Copy link

Describe the bug

When trying to get the collision point from a ShapeCast3D you do not receive the global space collision point like in the default physics engine but a strange local space point which doesn't resolve properly even when using ShapeCast.to_global(collision_point).

To Reproduce

Steps to reproduce the behavior:

  1. Use Rapier3D physics engine.
  2. Add a ShapeCast3D node in the level.
  3. Set the collision mask to hit the floor
  4. Get the collision point

Expected behavior

As it is described in the Godot documentation this should give the collision point in global space

Environment:

  • OS: Windows 11
  • Version:latest
  • Godot Version: 4.3
  • Type: deterministic build 3d, simd parallel build 3d

Example project(zip)

testet.zip

@Phreakyx Phreakyx added the bug Something isn't working label Dec 12, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
bug Something isn't working
Projects
None yet
Development

No branches or pull requests

1 participant