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ShapeCast get_collision_point always returns 0 #102

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MaxMorgon opened this issue Jan 28, 2024 · 0 comments
Open

ShapeCast get_collision_point always returns 0 #102

MaxMorgon opened this issue Jan 28, 2024 · 0 comments
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bug Something isn't working

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@MaxMorgon
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MaxMorgon commented Jan 28, 2024

Describe the bug
Always getting coordinates (0, 0) when trying to get collision point from ShapeCast

To Reproduce
Steps to reproduce the behavior:

  1. Create a ShapeCast 2D
  2. Create some body (static or rigid) for it to collide with
  3. Check for is_colliding
  4. Call get_collision_point - which will return 0

Expected behavior
Get the point at which the shape collided with the other body

Project
Example Project
See prints (always 0)
See yellow circle (always top left corner)
This project includes example for another issue I'm submitting now

Versions (please complete the following information):

  • OS: Windows 10
  • Godot 4.2
  • Box2d 0.9.11
@MaxMorgon MaxMorgon added the bug Something isn't working label Jan 28, 2024
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