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Hi,
I'm using GDExtension C++ to change a Node3D's global rotation. I've noticed that if you do something like this:
godot::Node3D* m_localPlayer = ...;
godot::Vector3 scale = m_localPlayer->get_scale(); // (0.05, 0.05, 0.05)
m_localPlayer->set_global_rotation(godot::Vector3(0,0,0)); // change the rotation
scale = m_localPlayer->get_scale(); // scale reset to (1, 1, 1)// I have to manually add this to reset the scale to its original position
m_localPlayer->set_scale(godot::Vector3(0.05f, 0.05f, 0.05f));
This can also be reproduceable in GDScript:
extendsNode3D# Called when the node enters the scene tree for the first time.func_ready():
$Adventurer.set_scale(Vector3(0.5, 0.5, 0.5));
print("Current scale: ", $Adventurer.get_scale());
$Adventurer.set_global_rotation(Vector3(0,35* (3.1415/180),0));
print("New scale: ", $Adventurer.get_scale()); // (1, 1, 1)
After I do set_global_rotation, I noticed it changed the scale from (0.05, 0.05, 0.05) to (1, 1, 1). Is this a bug or expected behavior.
Thanks
Steps to reproduce
Simply run the reproducible project to see the last print statement shows that the scale is reset back to (1,1,1).
Godot version
v4.0.rc1.official [8843d9a]
System information
Ubuntu
Issue description
Hi,
I'm using GDExtension C++ to change a Node3D's global rotation. I've noticed that if you do something like this:
This can also be reproduceable in GDScript:
After I do
set_global_rotation
, I noticed it changed the scale from(0.05, 0.05, 0.05)
to(1, 1, 1)
. Is this a bug or expected behavior.Thanks
Steps to reproduce
Simply run the reproducible project to see the last print statement shows that the scale is reset back to
(1,1,1)
.Minimal reproduction project
bug.zip
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