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Changing the node type requires a scene restart to display the new node type icon on the scene tab #79226
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Failed to reproduce: 1.mp4 |
I noticed it too. |
Please provide Godot version and describe the steps to reproduce. Are they the same as in the first post or different? |
4.1 stable |
Still don't know how to replicate it but I had an instance in a scene which was an Area3D, and without changing type or doing anything with it, it had the "Node" icon. I had to close the instance tab and the scene that had it inside and then the Area3D icon returned. |
Okay, this is weird. I have tried to reproduce the same issue in a new project with no success. However, I noticed that this is still happening in the original test project where I first noticed this issue. Here is the zip file containing the project. To reproduce the issue, change the root node type from 2D to CharacterBody2D. The node icon will still be Node2D. |
Seems like duplicate of #76983 |
That's it! Thank you. Closing the thread now. |
Godot version
4.1.stable
System information
Windows 10, intel hd 620 integrated graphics
Issue description
Changing the type of a CharacterBody2D to a Node2D will still show the miniature of a CharacterBody2D, and the scene needs to be closed and opened again to show the Node2D miniature.
Steps to reproduce
Here are the steps I followed that lead to this bug: Create a new project, with a CharacterBody2D as a root node. Add a Sprite2D and CollisionShape2D as childs. Now create a new CharacterBody2D as a child of the first one, and move the sprite and collision nodes inside the nested CharacterBody2D node. Finally, change the type of the original parent node from CharacterBody2D to Node2D. The node icon will still indicate a CharacterBody2D node, although now it is a Node2D. The scene has to be restarted to indicate the new node type correctly.
Minimal reproduction project
N/A
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