-
-
Notifications
You must be signed in to change notification settings - Fork 21.9k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Update CanvasLayer 'Follow Viewport' documentation to match its behavior #99754
Conversation
This should be fixed by adjusting the documentation IMO, this breaks compatibility in a major way |
Fair enough, how should I best proceed? Reverting the changes and making another commit with changes in the documentation? Or should I make a new PR altogether? |
You can update this PR |
I don't understand why the documentation change has been done in Parallax2D. It looks like the original issue's confusion stem from CanvasLayer. No mention of Parallax2D. |
My mistake, this should be fixed now with the latest push :D |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This is not the first time users have gotten confused by this setting. I've seen it crop up sporadically in conversation that it should be the opposite.
So maybe this makes more sense, but it would be nice to factually check this.
For reference, this is what it currently says (in case it gets updated in the future):
This wording still feels ambiguous to me, like both descriptions for true/false are saying the same thing. "Remains anchored in a fixed position on the screen and does not move with the camera" sound contradictory - if it remains in a fixed position on the screen (not the world), but the camera moves, then it should look like it is moving with the camera within the world space, because the camera is our view into the world. "Moving along with the camera's transform" sounds to me like, if you scroll the camera to the right for example, the CanvasLayer will move to the right as well ("along with the camera's transform"), and thus appear to be in a fixed position on the screen. |
What about something like this? |
I'm thinking that sounds good, but perhaps with "ignoring camera movement" and "moves along with the camera" removed? Simply stating "if enabled, it stays in a fixed position on the screen; if disabled, it maintains its position in world space" seems clearest to me. |
That sounds good, this would be the full documentation for it then: |
Sounds good to me personally! It may be good to check with others and ensure it sounds good to them too, though. |
Pushed the new change and awaiting further feedback! |
The updated description is still fine by me, assuming accuracy. I would suggest updating your PR's own description as it's outdated. |
Would that be the comment that is at the top? The one starting with "Fixes #98463..."? Edit: It has been changed |
698fb7c
to
5d111e8
Compare
Rebased to squash the commits, should be ready to merge. |
Thanks! And congrats for your first merged Godot contribution 🎉 |
Thanks! |
The description does not match the actual behavior, in fact it does the opposite. I made a project here. MRP file: QQ.20250219174931.mp4 |
The doc of follow_viewport_enabled in godotengine#99754 tells the opposite thing. This PR swaped enabled/disabled description to match actual behavior.
Fixes #98463 by updating the documentation for the 'Follow Viewport' property to accurately describe its current behavior.