My old 3d test broke, any ideas?

My old 3d raycast example isn’t working quite right, any ideas what might be causing this? I haven’t changed it at all since it was working

works perfectly for me

I’m not sure how old this example is, but it looks like the issue is that the level collision shapes are getting merged, and that’s giving your raycast logic results you maybe don’t expect (especially on the larger sections like the outside walls.

You can prevent the collisions from merging by adding a non-mergable behavior block to the wall objects, like a Position or Destroyer. It doesn’t have to actually do anything, just the presence of those blocks will prevent the physics from getting merged.

3 Likes

yea
that should work