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When a Control node is over a SubViewportContainer (with a SubViewport as a child), both in Full Rect anchors, asking for the get_viewport().get_mouse_position() from a scene inside the SubViewport returns (0, 0) as the position of the mouse.
This wasn't happening in at least Beta 15. I was getting the mouse position without any problems before Beta 17. I didn't try Beta 16.
Steps to reproduce
Create a Control node
Add two children: A SubViewportContainer and a Control node
Put both in Full Rect anchors so the Control node (child) is covering the SubViewportContainer
Ask for the get_viewport().get_mouse_position() from inside a scene of the SubViewport
As you can see in this screenshot: asking for the mouse position from inside the Node2D script always returns (0, 0).
Only If the Control (child) mouse filtering is set to Ignore you can get the mouse position. But with that you are losing the mouse inputs from that Control node.
You can find the setup of these nodes in the MRP.
Minimal reproduction project
Run the main scene (control.tscn) and move the mouse around the screen. Look for the print in the Output tab.
Sounds similar to #60390 which happened long before beta 15, so this isn't an exact duplicate.
Can confirm the bug on Linux since v4.0.beta16.official [518b9e5].
Godot version
v4.0.beta17.official [c400205]
System information
macOS 13.0.1
Issue description
When a
Control
node is over aSubViewportContainer
(with aSubViewport
as a child), both in Full Rect anchors, asking for the get_viewport().get_mouse_position() from a scene inside theSubViewport
returns (0, 0) as the position of the mouse.This wasn't happening in at least Beta 15. I was getting the mouse position without any problems before Beta 17. I didn't try Beta 16.
Steps to reproduce
Control
nodeSubViewportContainer
and aControl
nodeControl
node (child) is covering theSubViewportContainer
SubViewport
As you can see in this screenshot: asking for the mouse position from inside the
Node2D
script always returns (0, 0).Only If the
Control
(child) mouse filtering is set to Ignore you can get the mouse position. But with that you are losing the mouse inputs from thatControl
node.You can find the setup of these nodes in the MRP.
Minimal reproduction project
Run the main scene (control.tscn) and move the mouse around the screen. Look for the print in the Output tab.
SubViewportMousePositionIssue.zip
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