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When running the minimal project, observe the following output in the console, showing that the raycast2d on the circleshape2d thinks it is not colliding whereas the raycast2d on the rectangle is.
Circle Raycast Collider: [Object:null]
Rect Raycast Collider: [Area2D:1188]
The text was updated successfully, but these errors were encountered:
I confirm this. Though I'm not sure if you're supposed to have a raycast length of 0, in either case it doesn't work if casting happens from inside of some shapes, see related issues at #39876. If you set a cast_to = Vector2(10, 0) and move the origin outside the circle shape, it detects the area.
It works with raycast origin (and destination) within an Area2D for a RectangleShape2D, but is only updated when raycast is entering the shape if CircleShape2D is used instead.
Godot version:
v3.2.2.stable.mono.official
OS/device including version:
Debian 10, Intel Corporation HD Graphics 620, GLES2.
Windows 7 Professional Service Pack 1, Intel, GLES2.
Issue description:
Raycast2d does not collide with CircleShape2d in CollisionShape2d (and potentially others), but does work with RectangleShape2d.
Steps to reproduce:
get_collider()
on the raycast2d and observe that null is returned.Notice that if a RectangleShape2d is used, then the raycast2d correctly reports the collider as the area2d.
Minimal reproduction project:
raycast_circular_collision_bug.zip
When running the minimal project, observe the following output in the console, showing that the raycast2d on the circleshape2d thinks it is not colliding whereas the raycast2d on the rectangle is.
The text was updated successfully, but these errors were encountered: