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This shouldn't crash ever, no matter the value. If so, that's a godot bug and nothing to do with Terrain3D. Is collision enabled? Do you have regions defined where you are raycasting? Did you read this? Vertical raycasting can be entirely replaced with |
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ALRIGHT!!!!1 after extensive testing i have now found a very very idiotic solution to this. And i will retain that either godot or terrain3d has a flaw in how raycasting collides with it. Let me explain: This will fail. and crash if you query result.collider.name forexample
BUT... i work with unreal daily at work, and i came to think about a thing unreal had where rays that were clean traces (ie not a sphere trace or a box trace, but just a laser pointer trace) would .... "seep".... through ......................"cracks" in ALL collision. So as a hail mary i modified this little tiny tiny thing:
Can you spot the difference? yes. The ray is not straight, and i might, for good measure, "flicker" it as well. Toki, i hope you will have a look at this and see if it is a major flaw in godot, or a little easy fix in t3d. peace! 😆 🚀 |
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I admit i'm not a coder, in any shape or form, but i have this raycast here(which "works", but not...):
And if I raycast at ie. position 4,-2,-8 its fine. also at .2,17,500....
But if i get into the negative x positions it yields nothing.
Does this make sense because the code is rubbish, or is it a temporary bug in the system?
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