- Edited
Hey,
What is the best way (performance wise) to do a spherecast in godot ? I need the normal and position of the intersection, exactly like in Unity (https://docs.unity3d.com/ScriptReference/Physics.SphereCast.html)
Thanks in advance !
Hey,
What is the best way (performance wise) to do a spherecast in godot ? I need the normal and position of the intersection, exactly like in Unity (https://docs.unity3d.com/ScriptReference/Physics.SphereCast.html)
Thanks in advance !
Ummm, I think there is no spherecast, but you can use a collision shape.... because collison shape and raycast are literally the same but ray cast has a better impact, if you are not handling with fast and small objects, you can actually use collision shape. i guess at least...
You can use a collision shape with a cylinder, raycast and sphere cast are for small and fast objects, if your project does not contain small and fast objects you can use collision shape...
(The two posts above were stuck in the moderation queue)