Raycast's TargetPosition points in a nonsense direction

Godot Version

v4.2.2.stable.mono.official [15073afe3]

Question

I’m sure the answer is very obvious but I’m having a hard time figuring things out. I started working on my AI for my game, and the detection system I made has two parts. First, it’s a large Area2D which will detect when the player enters it, and once they did, it will start a timer which times out every 0.25 seconds, updating the TargetPosition property of a RayCast2D, which should stop as soon as it hits a wall, but report when it hits the player without anything in it’s way. This works, however, the TargetPosition does not. I will attach a screenshot of what happens. This happens in every case, if I just use _player.Position, or _player.GlobalPosition, or _player.GlobalTransform.Origin. Any help is very much appreciated!

Since the TargerPosition is relative to the Raycast’s position, the solution is to subtract the position of the raycast from the target position, so this works:

_raycast.TargetPosition = _player.GlobalPosition - _raycast.GlobalPosition;

In case anyone is looking for this solution in the future.