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When the mouse_entered and mouse_exited signals are used with an Area2D node, the signals are not emitted if the Camera2D moves the viewport such that the mouse enters or leaves the area.
Steps to reproduce
Open the attached minimal project...
Put the mouse cursor inside the circular area
Move the camera with WASD or arrow keys such that the mouse cursor enters and leaves the area (don't move the mouse in this step)
A few weeks ago, @RandomShaper and I have discussed this issue and came to the conclusion, that this should be considered a bug and be solved.
I haven't found a similar issue when searching the git so I decided to open up this one. It might be good to check if other types of nodes have the same bug, like Control nodes and Area3D.
The discussion happened on RockenChat, so it is good to have this Issue open as a reminder. And both other nodetypes, that you mentioned, show the same behavior.
Would love to see a fix for this implemented! I've also noticed that it's an issue if you want to use mouse_entered/mouse_exited signals on control nodes that have their positions updated (for example: making UI appear/disappear using an AnimationPlayer).
Godot version
v4.0.2.stable.official [7a0977c]
System information
Windows 10, Linux
Issue description
When the
mouse_entered
andmouse_exited
signals are used with anArea2D
node, the signals are not emitted if theCamera2D
moves the viewport such that the mouse enters or leaves the area.Steps to reproduce
Open the attached minimal project...
Minimal reproduction project
Area2D bug.zip
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