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Godot v4.2.1.stable - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.5222) - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 Threads)
Issue description
I'm getting some really odd display issues in my editor and at runtime. The first time I noticed this was when trying to turn on "Clip only" on a Polygon2D object to clip another Polygon2D. It appeared correctly in the editor's display, but when I ran the scene, the Polygon2Ds did not appear at all. I removed objects until only the Polygon2Ds and one of my four tilemap nodes remained. Once I removed that tilemap, the objects displayed as expected.
In the MRP, only the tilemap and polygons exist in a single scene. I removed most of the tilemap's properties, but kept the .png file that the tilemap is drawing from. The .png file was created in Aseprite. There is a Polygon2D node PolygonParent which is a staircase-shape. There are two children of that Polygon2D: PolygonRed and PolygonGreen which should both be getting clipped by the boundaries of the parent. I found that by adjusting some properties of the Tilemap, such as disabling the background layer, I could no longer reproduce the issue.
I'm experiencing two issues in the MRP:
When "Clip children" is enabled on PolygonParent, zooming in and out of the editor's 2D map will "teleport" PolygonParent to a position of roughly (150, 0). This is a visual glitch only - the position property does not actually change.
When running the scene, PolygonParent again appears at the top of the screen. Adjusting the z-index property of PolygonRed or PolygonGreen can make them appear in the correct spot, though they are not clipped (I believe that last part is intended).
Steps to reproduce
Zoom in and out of the 2D editor. Note when zooming out past 75% or so, the Polygons teleport to a wrong location roughly around position (0, 150) and are slightly cut off.
Run the scene in the MRP and note that the Polygons appear at the same wrong location.
With somewhat mixed results, I was able to get the Polygons to appear correctly by changing the position of the Tilemap. If the Y position of the Tilemap is set to -60 or below, it seems to "teleport" the Polygons to the correct spot.
Tested versions
v4.2.1.stable
v4.2.2.stable
System information
Godot v4.2.1.stable - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.5222) - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 Threads)
Issue description
I'm getting some really odd display issues in my editor and at runtime. The first time I noticed this was when trying to turn on "Clip only" on a Polygon2D object to clip another Polygon2D. It appeared correctly in the editor's display, but when I ran the scene, the Polygon2Ds did not appear at all. I removed objects until only the Polygon2Ds and one of my four tilemap nodes remained. Once I removed that tilemap, the objects displayed as expected.
In the MRP, only the tilemap and polygons exist in a single scene. I removed most of the tilemap's properties, but kept the .png file that the tilemap is drawing from. The .png file was created in Aseprite. There is a Polygon2D node
PolygonParent
which is a staircase-shape. There are two children of that Polygon2D:PolygonRed
andPolygonGreen
which should both be getting clipped by the boundaries of the parent. I found that by adjusting some properties of the Tilemap, such as disabling thebackground
layer, I could no longer reproduce the issue.I'm experiencing two issues in the MRP:
PolygonParent
, zooming in and out of the editor's 2D map will "teleport"PolygonParent
to a position of roughly (150, 0). This is a visual glitch only - the position property does not actually change.PolygonParent
again appears at the top of the screen. Adjusting thez-index
property ofPolygonRed
orPolygonGreen
can make them appear in the correct spot, though they are not clipped (I believe that last part is intended).Steps to reproduce
Minimal reproduction project (MRP)
MRP.zip
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