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when instancing a two viewport + camera with different cull layers to display different objects at the same time in the same screen space, the second camera updates object's translation but if the object have a collision shape this won't be updated.
As far as I can see the collision shape translation is asigned always to the first camera translation.
having a two camera setup is handy in shmup genre with one orthographic static camera rendering entities and one perspective dynamic camera rendering stage objects.
We could add an option in CollisionShape3D to set a cull mask for the debug shape (in 4.0 we'll probably have other debug options anyway like custom color).
Godot version
3.3.3 stable
System information
windows 10, gles3, intel hd 520
Issue description
when instancing a two viewport + camera with different cull layers to display different objects at the same time in the same screen space, the second camera updates object's translation but if the object have a collision shape this won't be updated.
As far as I can see the collision shape translation is asigned always to the first camera translation.
having a two camera setup is handy in shmup genre with one orthographic static camera rendering entities and one perspective dynamic camera rendering stage objects.
Steps to reproduce
.node
..kinematicbody
...meshinstance (visual instance 1)
...collisionshape
..kinematicbody2
...meshinstance (visual instance 2)
...collisionshape
.viewportcontainer
..viewport
...camera (cull 1)
viewportcontainer2
..viewport
...camera (cull 2)
Minimal reproduction project
in the proyect I've added an animation player moving the second camera translation, might need to check visible collision shapes in debug menu
MultiCamSetup.zip
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