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Mouse behavior is different from Godot default 2D physics #322

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SeratoninRonin opened this issue Dec 17, 2024 · 0 comments
Open

Mouse behavior is different from Godot default 2D physics #322

SeratoninRonin opened this issue Dec 17, 2024 · 0 comments
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bug Something isn't working

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@SeratoninRonin
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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:

screenshot

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
@SeratoninRonin SeratoninRonin added the bug Something isn't working label Dec 17, 2024
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