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When player/enemy hit the wall, it will always glitch
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So I've added a GvrReticle but it doesn't respond to object within the scene by expanding the dot. Example image below.
[Game running with GvrRectile](https://drive.google.com/open?id=0B0QLbDLfJn6_Y2…
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EDIT: Forgot to add: This is on the master branch. Currently testing develop
EDIT 2: Fails on develop as well. I am also raycasting every frame. Code that does raycasting on comment below.
There is a…
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**Operating system or device, Godot version, GPU Model and driver (if graphics related):**
Os = Windows 10
build = v3.0.alpha.custom_build.8fce79a
**Issue description:**
Im just trying to spawn…
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I'm creating this issue to discuss this subject and see how / if we can do something else.
I'm looking at the [btCharacterControllerInterface](https://github.com/bulletphysics/bullet3/blob/931cee06…
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Hello!
I am working on PhysicsClient rust-bindings. (http://github.com/not-fl3/bulletrs)
I found that only MutlyBodies is exposed to PhysicsClient. I made my own implementation of RigidBodies …
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We are currently using `characterController` to control the player. It uses `transform.Translate` to move the object model.
Unity uses the built in class `CharacterController` to handle entity move…
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This can be done easily by using the built in `CharacterController` class (see #1).
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## What I need:
I'm implementing bullet wrapper for Godot and I need to implement a custom shape "ray". This shape is basically a ray that push the body in the opposite direction where it points.
…
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(Probably) due to characterController.IsGrounded() not having a large enough margin of error, or not shooting the ray out at the correct location.
Could be solved by shooting rays at the far extent…