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With Godot default physics, if an Area2D's process is set to "always" it receives and fires on_mouse_entered and on_mouse_exited signals, even if get_tree().paused is true. In Rapier, if get_tree().paused is true, the area does not receive mouse data
To Reproduce
Create a project similar to this:
Be sure to set the area2D's process to always. In project settings, choose GodotPhysics2D as the physics engine. You will see the sprite turn red when the mouse is in it, even if paused is set true. Change the physics engine to Rapier, and the sprite will not change.
Expected behavior
In the default Godot physics, mouse signals are fired even if paused is true, as long as the appropriate process mode is set on the Collision2D object. This is useful for picking, etc that you might want to do even if the scene tree is paused, etc.
OS: Windows
Version: latest
Godot Version: 4.3
Type: Tested in both fast and slower 2D versions
The text was updated successfully, but these errors were encountered:
Describe the bug
With Godot default physics, if an Area2D's process is set to "always" it receives and fires on_mouse_entered and on_mouse_exited signals, even if get_tree().paused is true. In Rapier, if get_tree().paused is true, the area does not receive mouse data
To Reproduce
Create a project similar to this:
Be sure to set the area2D's process to always. In project settings, choose GodotPhysics2D as the physics engine. You will see the sprite turn red when the mouse is in it, even if paused is set true. Change the physics engine to Rapier, and the sprite will not change.
Expected behavior
In the default Godot physics, mouse signals are fired even if paused is true, as long as the appropriate process mode is set on the Collision2D object. This is useful for picking, etc that you might want to do even if the scene tree is paused, etc.
The text was updated successfully, but these errors were encountered: