extends Node3D const SPEED: float = 2.0 const RADIUS: float = 5.0 var seed_pos: Vector3 = Vector3(RADIUS, 0, 0) # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): if get_node_or_null("Seed") == null: get_parent().remove_child(self) queue_free() return seed_pos = seed_pos.rotated(Vector3(0, 1, 0), SPEED*delta) var real_pos = global_position + seed_pos var space = get_world_3d().direct_space_state var cast_pos = Vector3(real_pos.x, 100, real_pos.z) var cast_dest = Vector3(cast_pos.x, 0, cast_pos.z) var query = PhysicsRayQueryParameters3D.create(cast_pos, cast_dest) query.collision_mask = 0b1 var result = space.intersect_ray(query) if result: $Seed.position = result.position - global_position