Comments (5)
You can't update the transform that way
You should do:
func _physics_process(delta: float) -> void: global_position.y += delta rotate_y(delta)
sorry, i mistyped in the original post. edited to global_position.y,
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You can't update the transform that way
You should do:
func _physics_process(delta: float) -> void:
global_position.y += delta
rotate_y(delta)
from godot.
Then try:
func _physics_process(delta: float) -> void:
position.y += delta
rotate_y(delta)
Or
func _physics_process(delta: float) -> void:
global_position.y += delta
global_rotate(Vector3(0, 1, 0), delta)
from godot.
Then try:
func _physics_process(delta: float) -> void: position.y += delta rotate_y(delta)Or
func _physics_process(delta: float) -> void: global_position.y += delta global_rotate(Vector3(0, 1, 0), delta)
same result with both suggestions
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i have turned off "sync to physics" and it now works just fine! not sure if that's a bug at this point then
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