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Local Vectors not considering rotation somehow?
QUESTION- Why are these vectors aligned to the global axis and not the local axis?
The issue is summarized in the image. Above are the vectors I created (the black debug lines) with the intent of having two vectors point forward from the player, one on each side of the player, distanced one buffer's length apart. The idea is I want to check the thickness of a wall by doing three raycasts and a normal check.
I don't know if that's technically the right way to go about it, but given the tools I'm aware of I think I'm on the right track.
The problem is, and I'm not finding information about this anywhere so forgive me if this has been addressed elsewhere, that although I'm modifying the local X coordinate, my resulting vectors are aligned to the global X axis, instead of the player's x axis.
What am I doing wrong and why? Thanks for any help!
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