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ViewportTextures do not work at runtime when applied to a material override of an instanced mesh #78597

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depressedtimbit opened this issue Jun 23, 2023 · 2 comments
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@depressedtimbit
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Godot version

4.0.3.stable

System information

Windows 11 - Vulkan Forward+ - GeForce GTX 1650 SUPER

Issue description

when applying material overrides/overlays to a mesh that is an instanced scene, ViewportTextures will function while in editor
godot windows opt tools 64_b4Sgw6AZmV
but not when ran
godot windows opt tools 64_LzVzYV9vmK

Steps to reproduce

  • start with a basic scene containing a Camera3D, SubViewport, and control nodes as children of the SubViewport
  • Create a MeshInstance3D, add a mesh, Save branch as new scene
  • add new material in any available slot, mesh/material, material_override, material_overlay surface_material_override
  • make local to scene, add ViewportTexture assigned to the SubViewport
  • at this point the material will appear as normal
  • play the scene

Minimal reproduction project

N/A

@arkology
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arkology commented Jun 23, 2023

@clayjohn this is related to what I wrote yesterday #78285 (comment) (but my case is 2d and still no MRP ATM). Please take a look
UPD: Wait, 4.0.3? No, sorry, I'm completely wrong

@Rindbee
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Rindbee commented Jun 23, 2023

A duplicate of #77678. Related to #74331.

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4 participants