Closed as not planned
Description
Tested versions
- Reproducible in 4.3.x
System information
Godot v4.3.rc2 - Windows 10.0.19045 - Vulkan (Forward+) - integrated AMD Radeon(TM) R3 Graphics (Advanced Micro Devices, Inc.; 27.20.20913.2000) - AMD A4-9120 RADEON R3, 4 COMPUTE CORES 2C+2G (2 Threads)
Issue description
Sorry for the bad English
I was doing the mechanics of firing physical bullets for my project. When I was shooting in all directions, I noticed that the bullets were quite slow when I shot at the lower and upper angles, equal, as it were, 45 degrees.
Normal velocity, when looking at this direction
Low velocity, when looking at THIS direction
Also, I found things that somehow make this bug disappear. Take a look at Gun.gd
script fragment:
func Launch_Rigid_Body_Projectile(Collision_Data, _proj):
var _Point = Collision_Data[1]
var _Norm = Collision_Data[2]
#var _proj = _projectile.instantiate() # IGNORE THIS LINE
#$bullet_hint.add_child(_proj) # UNCOMMENT THIS
add_child(_proj) # AND COMMENT THIS, TO ENABLE BUG
print(_proj.position)
#$bullet_hint.call_deferred("add_child", _proj) # IGNORE THIS TOO
_proj.position = $"../Gun/bullet_hint".position # ALSO DISABLING THIS = NO BUG
var _Direction = (_Point - _proj.global_transform.origin).normalized()
print(_Direction*1000)
_proj.set_as_top_level(true)
_proj.set_linear_velocity(_Direction*1000)
The script consists of parts that I didn't write, so it looks bad.
So, is this a bug, or do I not know something?
Steps to reproduce
- Download project, launch
-- Take into accountoutput
andGun.gd
. Script prints some position and velocity at the moment of a shot.