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Pausing tree disables white-listed Area2D
's signals
#62180
Comments
I believe this has already been reported. |
I looked through open issues and #45334 but I couldn't find it. |
#61420 I think is what I remember. Not all issues are listed on the tracker |
Ah! That one is specific to 4.0, and has a different result with the new pause system, causing the signal to be removed entirely or throw errors, depending on the node tree order. This one is for 3.x, where pausing the scene tree stops |
Workaround: call A side effect of |
Hm. This does resume the physics server, but still seems like an unintentional side-effect. It's a far-reaching workaround, because with the pause system currently, it means either:
Unless I'm misunderstanding and the workaround only resumes the Physics server for nodes set to process while paused. |
I don't think this can be resolved unless something like #46191 is backported in a backwards-compatible manner, which sounds too difficult to do. |
@Calinou The mentioned rewrite introduces it's own set of (worse?) As reference for anyone else who needs to be able to pause in 3.x without this bug, nodes have the following methods you can use to emulate a custom system, by iterating through a branch: |
Closing since it can't be fixed in 3.x |
Godot version
3.5 RC4
System information
Windows 10
Issue description
When pausing the scene tree, and an
Area2D
is white-listed to process while paused, thebody_entered
signals are not fired.2022-06-18.10-55-28.mp4
Steps to reproduce
Area2D
Area2D
'sbody_entered
signal to notify when body has entered.Area2D
Minimal reproduction project
CollisionBug.zip
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