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Area2D's monitorable property does not seem to work when being set back to true #17330
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Confirmed, facing the same issue here. |
I can confirm that this is still an issue in the latest version. Has anyone found a workaround? |
I can confirm this with For those who do not want to download the zip, here's my own minimalist project that makes it easy to see the bug. Just hit Right once, hit Space twice, move around. No signal is sent anymore.
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@AsixJin if event.is_action_pressed('ui_accept'):
var node = get_node('Area2D_B/CollisionShape2D')
node.disabled = ! node.disabled
prints("CollisionShape2D Disabled", node.disabled) |
@AsixJin |
Godot version:
3.0.2-stable
OS/device including version:
Windows 10
Issue description:
When switching an Area2D's monitorable property to false, and then back to true, it continues to act as if it's set to false.
Minimal reproduction
minimal.zip
The code is pretty much lifted from my actual project but in a simpler form.
Use the arrow keys to switch the disabled triggers (red) to enabled (blue). When one is enabled, all other triggers are set to disabled. When a trigger is enabled, the monitorable trigger is set to false and the opposite for the disabled triggers.
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