Ever had the problem where you’re firing a bullet or some kind of projectile at high speeds, and it just goes right through the collision object, instead of hitting it?
Here’s a weapon that fires a bullet at random velocities, to demonstrate the issue:
The bullets impact the character in various places, rather than at the first point of contact. I haven’t found a way to enable any kind of continuous contact option, outside of playing with the
safe_margin
setting. I ended up adding a raycast:
It’s definitely a hack, though. The
move_and_collide
should be replaced by the ray query. Using both instructions together could result in an even weirder situation;
move_and_collide
could skip a collision object (the issue we’re trying to fix with the ray query), but then still collide with a different collision object. Then the ray query redoes the same movement and collides with the first object that was missed by
move_and_collide
. Depending on the game, that could mean something like randomly shooting through shields or walls under specific circumstances.
The current approach is essentially a two-pass solution, where the first pass is sloppy, and the second pass works as intended, but doesn’t move the projectile.
I had a setup with nested CanvasLayer nodes. Toggling the visibility of the root CanvasLayer doesn’t hide any nested CanvasLayer nodes. My solution was to listen to the visibility_changed signal, find any CanvasLayer child nodes, and apply the same visibility to them.
Godot-matcha is an addon that lets you use WebRTC for multiplayer games by handling matchmaking using WebTorrent trackers. Conceptually it’s quite an interesting, novel approach. WebTorrent uses a modified BitTorrent protocol that allows it to work with WebSockets. A WebTorrent tracker is essentially a directory service that keeps track of torrents offered by users. A …
When I think of video games, I generally still think of an application that is downloaded and runs on the client. Technically, that’s still the case with web-based exports from Godot Engine, since the web browser has to download the files before being able to run them. I thought maybe I could just run the …
Projectiles going through collision objects
Ever had the problem where you’re firing a bullet or some kind of projectile at high speeds, and it just goes right through the collision object, instead of hitting it?
Here’s a weapon that fires a bullet at random velocities, to demonstrate the issue:
The bullets impact the character in various places, rather than at the first point of contact. I haven’t found a way to enable any kind of continuous contact option, outside of playing with the
safe_marginsetting. I ended up adding a raycast:The ray cast looks somewhat like this:
It’s definitely a hack, though. The
move_and_collideshould be replaced by the ray query. Using both instructions together could result in an even weirder situation;move_and_collidecould skip a collision object (the issue we’re trying to fix with the ray query), but then still collide with a different collision object. Then the ray query redoes the same movement and collides with the first object that was missed bymove_and_collide. Depending on the game, that could mean something like randomly shooting through shields or walls under specific circumstances.The current approach is essentially a two-pass solution, where the first pass is sloppy, and the second pass works as intended, but doesn’t move the projectile.
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