[SOLVED] Bind coordinates of collision contact point?

The idea is to get contact point once collision starts, imagine player walks on this huge rotating tile, lets say contact happened on a corner, how do I set/bind the point where did collision happen to the (tile mesh/entity) and later retrieve the exact corner position at world coords even thought the tile have rotated?

I have an idea by using dummy entity, will update as soon as I get results.

The easiest way is to put an empty entity on the collision point and have it a child of the rotating tile.

Otherwise, you need to use the tile transformation matrix to convert the world position to the tile’s local space. Then do the reverse when you later need to get the world position again.

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Not sure if you can see the video below, sort of what I was expecting