-
-
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
InputEventMouse.global_position doesn't return global position #25023
Comments
Please add Godot and OS versions. |
Try passing the event through |
Yah, that doesn't solve the issue and it isn't a practical workaround. You'd have to catch the |
Ah! I think this is related: #12175. Well to me this is counter intuitive. I expected that I'm not sure if this is documented. Now that I think about it, it does make sense to have inside of |
Can anyone still reproduce this bug in Godot 3.2.2 or any later release? If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop. (I tried it in 3.2.2 myself and seems fixed, but I could do something wrong. MRP would be really useful) |
@KoBeWi Bug still there, hope MRP will help |
I don't mean to beat a dead horse, but this bug still exists in 2024 and is completely unmentioned in the documentation. I've been trying to get a mouse click working, following the current documentation. I finally found this bug report and this workaround of using make_input_local. This is extremely counterintuitive and since it is not in the documentation examples, nobody would ever think to do it. I am using 4.2.1 Stable I also imported the previous MRP into 4.2.1 and it still represents the issue correctly. Also of note, the workaround of using make_input_local(event) still doesn't make the global_position parameter the same as get_global_mouse_position(), once the camera has been moved from it's initial position.
Hope this helps. |
Can confirm that it is not fixed in 4.3 stable |
Godot version: v3.1.beta1.official
OS: Ubuntu 18.10
This can easily be seen by having a camera around & moving it and on a node place:
Output eg.:
event.global_position == even.position
istrue
.The text was updated successfully, but these errors were encountered: