Closed Roboticy3 closed 2 years ago
Looking at how other users on Github use issues, it seems like this is more a feature for users to talk to devs, not the other way around. I'm going to open this up on stackoverflow and tag this issue as a bug. Still scratching my head on it.
Stackoverflow had me covered in this one. I'll slowly be implementing a better version. The issue has nothing to do with raycasting at all, just mpos_to_uv()
When setting up b_klein, I noticed it was very hard to select the square I actually wanted, and I traced it back to the BoardConverter.raycast() method. This method uses Godot's built-in raycasting system, and when the ray has multiple intersections with an object, the one it returns it seemingly random.
Is there a way to get all the intersections from a raycasting setup? Should I change it to use a totally different system? I didn't want to open an issue on my own project like this, but my code is a mess and I need a fresh set of eyes here.