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PathFollow broken when changing Offset using C# #52168
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Related to #50986 / #51357, CC @raulsntos. |
@akien-mga Those PRs change the C++ code so it would modify the behavior for both GDScript and C#, also C# doesn't have a custom implementation of @tobiasleissner I could not reproduce this issue in v3.4.beta4.mono.official [6a058cb] with this minimal project created following your instructions: All I can think of is maybe the code you are using in C# is different to the GDScript version? Could you provide a minimal reproduction project with the C# code so I can take a look? |
Ah I missed that this mentioned a C# specific issue, @Chaosus' label was correct then :) |
I had a project with this exact behavior. However, after I deleted the nodes and recreated them, added the scripts, it worked. I cannot get back to the previous version. This issue can be closed then. If it happens again within my project, I will attach the project file and reopen the issue. |
Godot version
3.4 beta 4 mono
System information
macOS Big Sur 11.5.2, Apple M1
Issue description
Changing the Offset of a PathFollow node should lead to moving children nodes. This works when using GDScript, but the children stay at the same global world location when using C#.
This works in Godot 3.3.3, but doesn't work in Godot 3.4 beta 4, so it's a Godot 3.4 specific issue.
Steps to reproduce
In GDScript, everything works fine. Global transform of children of PathFollow nodes change accordingly.
In C#, the child nodes of PathFollow do not move. Using the Remote view of the debugger shows what happens:
PathFollow moves to the left, while the child nodes move the same amount to the right.
This works in Godot 3.3.3, so this seems to be a 3.4 beta 4 specific issue.
Minimal reproduction project
Sample GDScript for PathFollow
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