public override void _PhysicsProcess(float delta) { if (_picked) { var axis = (_touchPos - GlobalPosition + _offset.Rotated(GlobalRotation)).Normalized(); LinearVelocity += axis * _acceleration * delta; if (LinearVelocity.Length() > _VelocityLimit) { LinearVelocity = LinearVelocity.Clamped(_VelocityLimit); } } }