0 votes

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

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

I have several Areas with CollisionShapes set with BoxShapes that should be being hit but aren't. result dict is always empty.

in Engine by (196 points)

1 Answer

+1 vote
Best answer

Nevermind. I double checked the intersect_ray() function and by default it's not set to collide specifically with Areas.
Fixed by changing the result line to:

var result = space_state.intersect_ray(ray_query_from, ray_query_to, [self], 0xFFFFFF, space_state.TYPE_MASK_AREA)
by (196 points)
Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.