Area3D's as Hitboxes Registering Late

call_deferred would add a frame of delay (more like process at the end of current frame) to what ever the called function is.

You may have faster results using PhysicsDirectSpaceState, such as get_rest_info, though it can be more complicated to use physics RIDs, it’s probably close to how your are creating hitboxe shapes on the fly.


Make sure to paste code instead of screenshots