if input.player_movement_direction == Vector2.ZERO:
dir = Vector2(player.last_movement_vector.x, player.last_movement_vector.z)
else:
- dir = input.player_movement_direction.normalized()
- new_position = player.global_position + Vector3(dir.x, 0, dir.y) * dash_length
+ dir = input.player_movement_direction
+ new_position = player.global_position + Vector3(dir.x, 0, dir.y).normalized() * dash_length
rotate_skin(new_position)