Here is an interesting question that interrupted my mind minutes ago,
Is there a way to make a kinematic3D object rotate equal to whatever normal is collided against?
For example, I have a kinematic3D test cube with a raycast aiming downward underneath it and it is colliding against an another cube that is rotated. The normals on the cube is rotated and when I am using GDScript for the Raycast to get the normal Vector3 from the rotated cube it should provide enough data for me to tell the raycasted cube to rotate based on what normals is colliding...
However, it's rotating the wrong way, so is there a way to make an object rotate based on what normals it is colliding at? Using getcollisionnormal()?
The reason why I like to try this out because it would be useful for gravity defying gameplay, (A.K.A. F-ZERO X/GX) for example.
UPDATE: I need to clarify more to explain things a bit better, What I am looking for is a way to make the object rotate from an offset position, rather than the object's origin if the raycast is colliding and gives the collision point. in other cases, making an object rotate from an origin offset of "getcollisionpoint()".