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We can add MenuButton to a scene and fill it with item but still, it's impossible to connect relevant signals for option selection and make it usable as any other control using only the editor.
Signals and option selection management must be done by code like in 2d/3d physics_tests demos.
Steps to reproduce
-Add aMenuButton control to a scene,
-fill it with some item,
-unable to do more with editor alone, control is unusable without dedicated code to handle option selection
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered:
I think this is best managed by a proposal to work out how to integrate it, as it is not a simple thing, and this isn't a bug but a potentially missing feature so best to take it to proposals
You can also achieve most of this functionality by simply adding a PopupMenu and controlling it from a button, slightly tricky to get the exact behavior of MenuButton but you can get access to all the functionality of the menu like connections, the only feature that's a bit tricky to get working like this is the switch_on_hover
This should probably be listed as the possible workaround in any proposal
Godot version
v4.0.1.stable.official [cacf499]
System information
N/A
Issue description
We can add MenuButton to a scene and fill it with item but still, it's impossible to connect relevant signals for option selection and make it usable as any other control using only the editor.
Signals and option selection management must be done by code like in 2d/3d physics_tests demos.
Steps to reproduce
-Add aMenuButton control to a scene,
-fill it with some item,
-unable to do more with editor alone, control is unusable without dedicated code to handle option selection
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered: