xyz I am going with the stylized approach which is why I'm so hellbent on figuring this out, haha. I know generally how I'm going to attack it, it's just the fundamentals here.
As far as the offset with the basis, I'm having a little trouble with that.
When I do GlobalPosition = GlobalTransform.Basis.Y * offset
, the CharacterBody
ends up near the origin of the scene but offset on the y-axis based on my offset value. I've attempted to multiply the entire Basis.Y vector with another vector (I've attempted different values for the X, Y, Z) and a single float.
Thinking through this: I get, for example, the velocity vector - I am multiplying the speed in the forward direction; however, this isn't setting the position directly. But by doing GlobalPosition = GlobalTransform.Basis.Y
, I'm NOT taking the current position into account, just the Basis.Y, hence it would end up at the 0, 1, 0 (since Basis.Y would be 0, 1, 0).
What am I missing as far as what the offset SHOULD be structured like? Especially in the case of getting the collision point.