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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:
Use Rapier3D physics engine.
Add a ShapeCast3D node in the level.
Set the collision mask to hit the floor
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
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:
Expected behavior
As it is described in the Godot documentation this should give the collision point in global space
Environment:
Example project(zip)
testet.zip
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