-
-
Notifications
You must be signed in to change notification settings - Fork 21.4k
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
OptionButton popup doesn't take SubViewportContainer transformation into consideration #69171
Comments
It seems the issue is with any transformation to the SubViewportContainer, not just scale. Even if scale is left at 1 but the container is translated, the popup remains in the original position. |
I believe that #68627 will fix the position problem. Will test this later. |
Will be fixed by #69185 |
#69185 will fix only one part of this issue. The problem of scaling was more complex and I don't have yet a complete solution available. |
Tooltip popups are also affected. |
Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.
Godot version
4.0.beta6.mono
System information
Windows 11
Issue description
When embedded in a SubViewportContainer whose scale is not 1, the popup menu of OptionButton is scaled and positioned as if the scale were 1.
Using the following scene structure:
The SubViewportContainer with scale = 1:
The SubViewportContainer with scale = 2:
Steps to reproduce
Put an OptionButton inside a SubViewportContainer hierarchy and set the scale of the SubViewportContainer to 2.
Minimal reproduction project
OptionButtonIssue.zip
The text was updated successfully, but these errors were encountered: