I’m using `Vector2.distance_to`

to get the distance between a MeshInstance and a KinematicBody but the results aren’t as expected.

I’m using `distance_to`

like so:

```
var player_global_transform = $KinematicBody.get_global_transform().origin
var player_position = Vector2(player_global_transform.x, player_global_transform.z)
# Here I loop through the planes and compare positions but to simplify it I'll just show
# the one.
var plane_global_transform = $MeshInstance.get_global_transform().origin
var plane_position = Vector2(plane_global_transform.x, plane_global_transform.z)
var player_distance_to_plane = player_position.distance_to(plane_position)
```

Also I’m using Vector2s because I don’t care about Y values for this calculation.

Lets say I have 9 mesh planes (240×240) in a grid and the player is standing in the middle mesh of them:

The distance from the KinematicBody and the middle square is (0, 0) as the player is right in the middle of it. Now if I move over a square to the left:

The distance returned is (240, 0) which is expected as I’m now 1 mesh plane distance away from the center of the previous mesh. Now if I extend the grid and add 3 more meshes to the left and move over to that one:

The distance is now (360, 0) instead of (480, 0) and I can’t seem to figure out why. It also seems that if I add another column of plane meshes to the left and move over another square, it’s still (360, 0).