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0 votes

So i've previously asked a question about how to calculate the distance between a player and an object, the object was a softbody node, community help was amazing, but the answers didn't work, i just want to point out do NOT use soft body for this kind of tasks, it will always be at position (0,0,0) no matter where u place it, thats why the answers i was given didn't work, idk if it's a bug in godot or something else, anyway now i'm using a rigidbody3D nd everything is working fine, however i want to create different rigidbodies all under a group called "object", nd if the distance between an element of the group nd player is less than 4 the function collect gets applied on it (i'm collecting the elements in a Listitem node), i know about gettree.getgroup("group name", "function") but i just wanna apply that only on the elements that r far than the player by less than 4, is the apprach i'm trying to achieve correct? if not whats the right approach nd how to achieve it

Godot version 3.5.1
in Engine by (59 points)
edited by

1 Answer

0 votes

You may have to create a group manager for this

but in simpler terms, add/remove the nodes of interest to another group or loop the group for the affected

example

func _process(delta):

    for obj in get_tree().get_group("object"):
        if player.global_transform.origin.distance_to(obj.global_transform.origin) < 4:
            obj.function()
by (6,942 points)

@wakatta ty, i've tried to achieve similar approach, but now there's another bug i'm confused about, i've ended up asking another question lol

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