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If a game is paused while 2 CollisionBoxes are overlapped, then unpaused, and one of them is disabled, the other one will fail to recognize this, and it will believe that it is colliding with the other CollisionBox as long as they both exist.
Steps to reproduce
Run the program. There are two timer nodes. When the first one, the one under the root Node2D node runs, it will briefly pause the game. When the other one runs, it will disable one of the Area2D's collision and print "disable". The other Area2D is continually printing get_overlapping_areas(). It will not ever change, even after the collision is disabled. If the pausing functionality is disabled, it works as expected.
I tried it in 4.3-dev2, and it has a different issue instead. After the pause, the Area2D fails to recognize the overlapping area, even if it is not disabled.
Tested versions
System information
Godot v4.2.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.4575) - 13th Gen Intel(R) Core(TM) i7-1360P (16 Threads)
Issue description
If a game is paused while 2 CollisionBoxes are overlapped, then unpaused, and one of them is disabled, the other one will fail to recognize this, and it will believe that it is colliding with the other CollisionBox as long as they both exist.
Steps to reproduce
Run the program. There are two timer nodes. When the first one, the one under the root Node2D node runs, it will briefly pause the game. When the other one runs, it will disable one of the Area2D's collision and print "disable". The other Area2D is continually printing
get_overlapping_areas()
. It will not ever change, even after the collision is disabled. If the pausing functionality is disabled, it works as expected.Minimal reproduction project (MRP)
PauseBug2.zip
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