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I am creating procedural shapes, so they are empty scene with a script that creates all the hierarchy when the scene is instanced because all is triggered in
the issue is, I would like to raycast from random points to the mesh to place other nodes on the surface of my geometry.
but I can’t find a way to use raycasting in the
_ready() function, if I instance a raycast or use
GetWorld().IntersectRay(), it won’t return anything if triggered from
It does work from
_PhysicProcess(), but I would like to not have to spread the generation on different frames
EDIT: I found that it works perfectly with standard physic bodies, my issue come from the fact that I am using CSG shapes (that does respond to other physic interactions) which are a bit more touchy for the physic server;
It works when I replace the CSG combiner with a static body
You could probably use a RayCast Node instead and use
force_raycast_update() to get it work in
DiMiMi | 2020-10-21 12:16