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I use a CanvasLayer to hold and display the inventory (CtrlInventoryGridEx/InvetoryGridStacked). The drag sprite ist always behind the CanvasLayer the option drag_sprite_z_index has no impact.
Offtopic: Really coll project. For me so far the best invetory system for godot.
The text was updated successfully, but these errors were encountered:
This is probably because gloot is using its own drag&drop system instead of Godot's, because Godot's is not very customizable. It's not the first time that rendering the drag preview causes problems :(
I use a CanvasLayer to hold and display the inventory (CtrlInventoryGridEx/InvetoryGridStacked). The drag sprite ist always behind the CanvasLayer the option drag_sprite_z_index has no impact.
Offtopic: Really coll project. For me so far the best invetory system for godot.
The text was updated successfully, but these errors were encountered: