I have a raycast2d intersecting with a collision shape, and I want the normal of the face on the collisionshape as a Vector2... The ray intersects with the shape and prints the normal to the output window from
print (raycast2D.get_collision_normal())
(-0.981654, 0.190672)
but this is NOT the normal direction.... Surely it should show
(-0.981654, -0.190672) a right angle to the face.
As shown using a vector visualiser - bear in mind it rounds the values and shows them as ( -1, 0.2 ) and ( -1, -0.2 ) Red one what godot provides, green one as it should be?
Whats going on? Why has the Y value not got the negative it clearly needs, to be at a right angle to the face of the collision shape? (or adds the negative when it doesnt need it if the rotation is different) Godot seems to provide a normal thats not even a right angle to the face!!!
Spent the best part of a week trying to figure out why my raycasts wont bounce properly 🙁 and it looks like this is the reason...
What am i missing here?
