extends Projectile @onready var hit_ray: RayCast3D = $HitRay @onready var land_depth: Marker3D = $LandDepth func _process(delta: float) -> void: if hit_ray.is_colliding(): var stick_point = hit_ray.get_collision_point() if land_depth.global_position.distance_to(stick_point) > .2: global_position += global_transform.basis * Vector3(0,0,-speed) * delta else: global_position += global_transform.basis * Vector3(0,0,-speed) * delta