Skip to content
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

Path3D tilt handles doesn't account for node transform #91088

Closed
huwpascoe opened this issue Apr 24, 2024 · 1 comment · Fixed by #91109
Closed

Path3D tilt handles doesn't account for node transform #91088

huwpascoe opened this issue Apr 24, 2024 · 1 comment · Fixed by #91109

Comments

@huwpascoe
Copy link
Contributor

Tested versions

4.2.1 stable

System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 960 (NVIDIA; 31.0.15.4629) - Intel(R) Core(TM) i5-6600K CPU @ 3.50GHz (4 Threads)

Issue description

If you try to edit a Path3D node when it's in any way translated or rotated from the world origin, the tilt handles become unusable.

Steps to reproduce

Create a path. Add nodes. Use the tilt handles. See that it works.

Rotate the node, use the tilt handles again. See that they don't match up with the rotation.

Reset the rotation, move the node a few meters away in multiple axis, use the tilt handles. See that they're completely unusable.

Minimal reproduction project (MRP)

Test project that acts on the same Path3D resource between all the nodes so you can easily compare.
Path3DTest.zip

image

@kleonc
Copy link
Member

kleonc commented Apr 24, 2024

Same in:

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging a pull request may close this issue.

3 participants