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Minor GDScript fix
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@@ -33,17 +33,15 @@ Here is a custom ``look_at()`` function that will work reliably with rigid bodie
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extends RigidBody
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func look_follow(state, current_transform, target_position):
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var up_dir = Vector3(0, 1, 0);
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var up_dir = Vector3(0, 1, 0)
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var cur_dir = current_transform.basis.xform(Vector3(0, 0, 1))
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var target_dir = (target_position - current_transform.origin).normalized()
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var rotation_angle = acos(cur_dir.x) - acos(target_dir.x)
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state.set_angular_velocity(up_dir * (rotation_angle / state.get_step()))
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func _integrate_forces(state):
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var target_position = $"my_target_spatial_node".get_global_transform().origin
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var target_position = $my_target_spatial_node.get_global_transform().origin
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look_follow(state, get_global_transform(), target_position)
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.. code-tab:: csharp
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