[Godot 2.1.4] Ray cast from camera not working
I'm trying to cast a ray from the camera into 3D space, and I followed the examples from the docs, but it's not working for some reason. Shouldn't this work?
var ray_query_from var ray_query_to var mouse_pos # # (...) # func _input(event): if event.is_action_pressed("editor_select"): mouse_pos = get_viewport().get_mouse_pos() ray_query_from = camera.project_ray_origin(mouse_pos) ray_query_to = ray_query_from + camera.project_ray_normal(mouse_pos) * 1000 set_fixed_process(true) # func _fixed_process(delta): var space_state = get_world().get_direct_space_state() var result = space_state.intersect_ray(ray_query_from, ray_query_to, [self]) print("result: ", result) #<-------- always comes out empty set_fixed_process(false)
I have several Areas with CollisionShapes set with BoxShapes that should be being hit but aren't.
result dict is always empty.