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Mono C# Quat works differently from GD to C#. #42241
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I think the problem is that the C# code for |
@aaronfranke I think the same about the different implementation, before I create this issue I took a look at those implementations and I noticed the difference. I will go back and try to make that port! |
@aaronfranke After a lot of research, digging and energy drinks, I found out that the Access Modifiers what the only issue, but why the other issues? I fixed that by changing to Transform.Identity Later because in C# I have to always get the Object, change the value and set it again, I made a mistake that was very hard to catch by eyes. Wrong
Right
So, in the end it wasn't that GOOD first PR but having everything working is fine too. |
I fixed that bug in the second commit of #34668 but it hasn't been merged yet :/ I'm still concerned that the core and C# code for |
No problem, I have learned a lot! About the difference, I tried to parse the C++ version to CSharp but since it's working and I am not very experienced on those complexes math equations I choose to leave it untouched. |
@aaronfranke I may have misunderstood what bug you fixed, at first I thought you have fixed the |
Godot version:
Godot Engine v3.2.3.stable.mono.official
OS/device including version:
Windows, GLES3
Issue description:
I have migrated the TPS Demo to C#, besides the fact that RotationQuat is internal and I opened a issue already for that #42239 . I tried to copy the method from godot, which is a simple one, but it crashes with the Exception:
There is also another issue, when the level loads the player is not on screen:
If I normalize the Quat()
It runs but the Slerp doesn't look right
The aimed rotation does't look right, I checked many times and I couldn't find any difference or mistake.
Steps to reproduce:
Just run the game from the mono_csharp branch
https://github.com/ricardoalcantara/godot-tps-demo-with-csharp/
Minimal reproduction project:
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