Cant get Info from rayCasting

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By vonflyhighace2
:warning: Old Version Published before Godot 3 was released.

I keep getting this " error Invalid call. Nonexistent function 'get_collider' in base 'Dictionary', which is weird because I followed the docs and they used it the same say way. my code is blow.

func _input(event):
	if(Input.is_mouse_button_pressed(BUTTON_LEFT)):
		rayFrom = self.project_ray_origin(event.pos);
		rayTo = rayFrom + self.project_ray_normal(event.pos) * 100

func _fixed_process(delta):
	
	if(rayFrom != Vector3() && rayTo != Vector3()):
		var space_state = get_world().get_direct_space_state()
		var ray = space_state.intersect_ray(rayFrom, rayTo, [self]);
		
		if(!ray.empty()):
			print(ray.get_collider())
			print(ray.is_colliding())

Never used it but space_state.intersect_ray returns a dictionary, not a RayCast node
https://godot.readthedocs.io/en/stable/classes/class_physicsdirectspacestate.html#class-physicsdirectspacestate-intersect-ray

I think all the collider data is in that dictionary.

eons | 2016-12-30 01:05

My goodness. I think I was just having one of those brain fat moments because I forgot for a sec how dictionaries work :stuck_out_tongue:

vonflyhighace2 | 2016-12-30 02:29