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PathFollow with RotationMode = Oriented is wrong at unit_offset = 1.0 #50973
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Another note: When you switch rotation_mode to Y, XY, or XYZ, the rotation works for the first pass. But when you repeat the PathFollow movement, the rotation is always added, and is also buggy. You can try this with my project and switching e.g. to XYZ. PathFollow is so essential and important, that I hope you fix first PathFollow, before you add some fancy Godot 4.0 features. Thank you. |
Bugs in existing nodes are fixed by contributors on a best-effort basis. There are many other bugs in PathFollow right now, and few contributors are knowledgeable with the Path/PathFollow code (including me). The PathFollow3D code is here in |
I would like to help, but I am not the C++, and Bezier expert. Can I donate/vote for a working PathFollower? I have done some tests with the Rotation modes of PathFollow. They seam so buggy (for years?), that noone can use them successfully. I think I have to write my own rotation/tangent code for curves, started here: |
Due to how Godot's development works, there is no way to donate or vote for specific features to be fixed. Nothing prevents you from paying a third-party developer to look into fixing the feature, but we can't be held responsible for anything bad happening due to this. |
Thanks |
Godot version
3.3.2.stable
System information
Windows 10
Issue description
This seams to work, from unit_offset 0.0 to 0.999, the z-axis of the PathFollow is aligned to the Path correctly. But at unit_offset 1.0 suddenly the x-axis is aligned to the path. This seams like a bug.
Steps to reproduce
Play the Project: At unit_offset = 1 the rotation is wrong.
Minimal reproduction project
Here a simple Godot 3.3.2.stable project, which shows the bug:
Godot_3_3_2_stable_PathFollow_Bug_Example.zip
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