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SubViewports do not take inputs #9950
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Is it happening in 2.1.3 too? |
You have to enable input manually
…On Jul 28, 2017 11:52 PM, "Marc" ***@***.***> wrote:
Is it happening in 2.1.3 too?
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I read elsewhere it was automatic but this is fine too, not a big deal. |
The rationale is that it's better that viewports don't process input by
default, as a lot of use cases don't need it. It's better that you manually
have to enable it, that (due to ignorance) a lot of viewports are left to
process input uneccesarily
…On Sat, Jul 29, 2017 at 8:05 AM, Flavo ***@***.***> wrote:
I read elsewhere it was automatic but this is fine too, not a big deal.
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Documentation says that "subviewports" (i.e. viewports that are child of a control) receive automatic input, while "render targets" does not. |
I think this problem persists in a way please see my post here: https://www.reddit.com/r/godot/comments/bewxc7/viewports_with_input_events/ |
I'm experiencing this issue in 3.2.beta4. Input is not disabled on the viewport node. Sample project: A workaround is to use signals from outside the viewport, to trigger actions inside the viewport. |
Seems fixed in 3.5. |
Operating system or device - Godot version:
Windows 10, Godot 3.0.alpha1
Issue description:
A subviewport that i made, as a child of a viewport container wont take any inputs at all.
Steps to reproduce:
Make a viewportcontainer, make a viewport as a child of it. try to make inputs happen on any node in the viewport or the viewport itself. _input(event) is not ran. not even set_process_input(true) fixes it.
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