Better bullet traces and raycast for hitscan

This commit is contained in:
2025-01-26 10:59:59 +01:00
parent 1c8458048c
commit 7da4a3d6bb
26 changed files with 1444 additions and 292 deletions

View File

@ -2,8 +2,9 @@ extends Node3D
const SPEED = 715
@onready var mesh = $MeshInstance3D
@onready var ray = $RayCast3D
@onready var mesh = $RigidBody3D/MeshInstance3D
@onready var rigid_body_3d: RigidBody3D = $RigidBody3D
@onready var ray = $RigidBody3D/RayCast3D
@onready var particles = $GPUParticles3D
# Called when the node enters the scene tree for the first time.
@ -14,11 +15,15 @@ func _ready() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
position += transform.basis * Vector3(0, 0, SPEED) * delta
ray.collision_mask = 1
ray.enabled = 1
rigid_body_3d.set_use_continuous_collision_detection(true)
#ray.collision_mask = 1
#ray.enabled = 1
ray.target_position.z = SPEED / Engine.get_frames_per_second()
if ray.is_colliding():
mesh.visible = false
rigid_body_3d.visible = false
particles.emitting = true
#if ray.get_collider().is_in_group("body"):
#print("head")
await get_tree().create_timer(1.0).timeout
queue_free()