using Godot; public partial class OverlapTester : Node3D { public override void _Ready() { GD.Print("Starting overlapper tester thingy"); } public override void _Process(double delta) { var query = new PhysicsShapeQueryParameters3D(); var sphere = new SphereShape3D(); sphere.Radius = 0.1f; query.Shape = sphere; query.CollideWithBodies = true; query.CollideWithAreas = false; query.Transform = GlobalTransform; var overlaps = GetWorld3D().DirectSpaceState.IntersectShape(query); foreach (var fuckingcollider in overlaps) { try { var collider = (RigidBody3D)fuckingcollider["collider"]; GD.Print(collider.Mass); } catch (System.InvalidCastException) { // dont care } } } }