Raycast collision bug,skipping first collision iteration
RMDB-GD opened this issue · comments
Is there an existing issue for this?
- I have searched the existing issues
Describe the bug
Hey there mind to try to test this:
https://mega.nz/file/cYkRXBAT#xHa3jfcb7-kPSc6qOGcIDN4NpZPb2sJe9-YkpTY8ruk
What i noticed is that the first collision iteration of raycast (even if not in collision) is always positive while it should not.
It means that every condition to check if player is hit before getting close is always positive…and at the enemy creation they will see u anyway no matter what (or obstacles). (Like getting hit from behind a wall in Dark Souls :))
Asking if possible for a fix…simply becouse at an enemy creation, if laser is not hitting something, collision should not happen.
Anyway i’m asking you opinion on the matter.
I may be wrong but i remember this to works in v 5.2
Thx in advance
operation:
start the game player is hit but laser is not hitting.
you can drag black box with mouse to check collisions
u may need to get enough close to check later collisions cos i’ve volountairly reduced the lenght
EDIT: also later collisions are bad calculated, because they should not happen above laser lenght.
In the end i guess raycast collisions needs a total rework
A possible fix would be to cast the laser at declared lenght and fix the first collision
GDevelop platform
Desktop
GDevelop version
latest
Platform info
OS (e.g. Windows, Linux, macOS, Android, iOS)
OS Version (e.g. Windows 10, macOS 10.15)
Browser(For Web) (e.g. Chrome, Firefox, Safari)
Device(For Mobile) (e.g. iPhone 12, Samsung Galaxy S21)
Additional context
No response
You can close this, raycast is working.
i just misinterpreted it