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I found this when implementing a pause screen for a godot VR project.
I'm unsure if this is an expected limitation of the implementation or if there's a better alternative that could be used to make GUI work in VR (3d).
I've created #39094 in the godotengine repo which duplicated #38370.
If this is a bug in the engine, this issue can probably be closed.
The text was updated successfully, but these errors were encountered:
Unfortunately, the pause system in Godot is fairly limited. I recently opened a proposal to redesign the pause system, which will allow you to pause only parts of the scene tree, so you can pause specific trees of nodes in your game without pausing the GUI system.
Also, if you are working on a pause screen for VR, check out GUI in VR.
Which demo project is affected:
gui_in_3d
OS/device including version:
Linux / 3.2.1.stable.official
Issue description:
CollisionObject
will not emitmouse_entered
andmouse_exited
signals.is_mouse_inside
and in turn breaking the input relayingScreenshots of issue:
https://streamable.com/ini8fw
I found this when implementing a pause screen for a godot VR project.
I'm unsure if this is an expected limitation of the implementation or if there's a better alternative that could be used to make GUI work in VR (3d).
I've created #39094 in the godotengine repo which duplicated #38370.
If this is a bug in the engine, this issue can probably be closed.
The text was updated successfully, but these errors were encountered: