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CollisionObject2D nodes inside CanvasLayer with FollowViewport enabled are not affected by movement #35052

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Tracked by #45334
adamz5k opened this issue Jan 12, 2020 · 7 comments

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@adamz5k
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adamz5k commented Jan 12, 2020

Godot version: 3.2 Beta 6

OS/device including version: Windows 64bit

Issue description: CollisionObject2Ds inside a CanvasLayer do not take the layer offset/position into account when FollowViewport is enabled in the CanvasLayer

Steps to reproduce:

  • Create a 2D scene with:
    -- Camera2D (current with movement)
    -- CanvasLayer with FollowViewport enabled. (changing scale doesn't seem to matter)
    -- CollisionObject2D (like Area2D) with a CollisionShape2D with a connected signal (I used mouse entered/exited - easiest to see the issue with)
    -- Turn on visible collision shapes
    Note that the CollisionShape2D appears to move when the camera moves, but the area on the screen where the collision shape registers collisions remains the same.

Minimal reproduction project:
FollowViewportIssue.zip

@cgbeutler
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This may be related to: #35965 ??? Could be wrong, but they both deal with matrix space transforms maybe not being applied right.

@KoBeWi
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KoBeWi commented Dec 24, 2020

Still valid in 3.2.4 beta4

@lawand
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lawand commented Mar 18, 2022

still happening in 3.4.3.stable

@Sauermann
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I verified, that this is a duplicate of #35965
and that it gets fixed in V4 by #59682

@KoBeWi
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KoBeWi commented Nov 22, 2022

I tested ##59682 and it does not seem to fix the issue.

@Sauermann
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@KoBeWi This MRP also makes #64652 visible.
If you apply #59682 together with #66076, you will see, that this MRP works as expected.

@akien-mga
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Duplicate of #35965 and #64652.

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