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Comments (5)

ZenRepublic avatar ZenRepublic commented on May 30, 2024 1

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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AThousandShips avatar AThousandShips commented on May 30, 2024

You can't update the transform that way

You should do:

func _physics_process(delta: float) -> void:	
  global_position.y += delta
  rotate_y(delta)

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AThousandShips avatar AThousandShips commented on May 30, 2024

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)

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ZenRepublic avatar ZenRepublic commented on May 30, 2024

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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ZenRepublic avatar ZenRepublic commented on May 30, 2024

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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