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Area3D does not see newly instanced StaticBody3D with Monitoring/Monitorable enabled #66468
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I'm having this exact same bug in 2D. I'm using Godot version 4.0.beta4, on Windows 11. |
Same issue with |
|
Same issue with v4.1.1.stable.official [bd6af8e], Linux |
Same with |
Hey everyone, also running into this issue in Godot 4.3 stable. Found a rather strange solution to it. Before (not working):
After (working)
I have no idea why it wasnt working before. Is Layer 1 really important to the engine or something? cause with the After code you still keep that layer 1 default true value. Not really sure, but hope this helps. |
bug persists in v4.3.stable.official [77dcf97], windows 11. Perhaps note-worthy: collision between instantiate StaticBody2Ds are broken, but not broken between Area2Ds |
Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.
Godot version
4.0.beta1
System information
Windows 10
Issue description
I'm aware of #17238 (specific to Monitorable being enabled, which doesn't help here) and #57539 which is specific to moving a StaticBody. Could be the same fix works for this and #57539 but I did not want to miss this use-case.
When you have a Area3D and a new StaticBody3D is placed in the scene, it will not detect it until you change the collision_layer or collision_mask. I imagine other "touches" will force an update as well.
Steps to reproduce
Optional workaround:
3. After more time, update the collision_layer or collision_mask.
Minimal reproduction project
Area3D StaticBody.zip
This MRP automates showing the bug and the current workaround.
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