#Dashing through walls

1 messages · Page 1 of 1 (latest)

quaint eagle
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I don't know what the issue is, but to debug, you could test if your ray is ever colliding with the walls

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You can just put a print statement inside of the if ray.is_colliding(): block

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If your ray never collides with anything, that's probably the issue!
If it does collide with stuff, then it's something else

gritty drift
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so it does work if I'm a bit away from a wall but if I'm too close it goes through

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when it "works" i hit the wall and go through a smidge before bouncing back/"resetting"

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but doing the print debug apparently the bounce back isnt from the ray colliding as it doesn't actually print

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Using an implementation with PhysicsDirectSpaceState.intersect_ray() seems to have done the trick, I think

quaint eagle
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I'm thinking that the raycast node probably doesn't like being used right after being instantiated and being added to the tree