global_transform.basis.orthonormalized().xform_inv() in Godot 4.0

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:bust_in_silhouette: Asked By Tentamens

Im porting a project to godot 4.0 from 3.5.
and before this line of code would give me just a simple float -
How would I write this line of code in 4.10 (code is from 3.5.1) - marker3D.global_transform.basis.orthonormalized().xform_inv(Vector3(0,1,0)).z

but now trying to use one of the fixes but just multiplying instead of using xform_inv and using transposed() as well
doing that gets rid of the error but it still gives me a basis instead of a number whats the fix for this?

Can you show your current code?

jee_gbg | 2023-02-05 12:55