You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Essentially when the referenced polygon node exits the viewport, it culls the polygon even when attached to a Skeletal 2D.
I read some people were able to work around the glitch with something similar to:
@tool
extends Node2D
func _process(delta):
var poly = $"."
for p in poly.get_children():
var custom_rect:Rect2 = Rect2(Vector2(5000,5000),Vector2(5000,5000))
RenderingServer.canvas_item_set_custom_rect(get_canvas_item(), true, custom_rect)
# print(custom_rect)
in order to fix it, but nothing I seem to do works. Has anyone had any luck with this issue in Godot 4? It's making animating a little tedious when they keep poofing on me.
Godot version
4.0.2
System information
Windows 10
Issue description
https://github.com/godotengine/godot/assets/42735252/5f02e001-e34c-45a5-9cb5-8cd9fb99648f
Attachment is a quick video of the culling happening in Godot 4.
I'm having issues similar to an old bug that was closed in November for 3.x and was told to report it for version 4: #35726
Essentially when the referenced polygon node exits the viewport, it culls the polygon even when attached to a Skeletal 2D.
I read some people were able to work around the glitch with something similar to:
in order to fix it, but nothing I seem to do works. Has anyone had any luck with this issue in Godot 4? It's making animating a little tedious when they keep poofing on me.
Steps to reproduce
Repository Available At: https://github.com/GeekzGamingz/MoW
Playing the animation while zoomed in will cull polygons as they exit the viewport from their origin.
Minimal reproduction project
Monsters of War.zip
The text was updated successfully, but these errors were encountered: