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
If one of the instances isn't visible the animation looks okay. The moment you make that invisiblenode visible the one at the bottom of the tree will show wrong deformations.
Making one of them local to the scene (aka, removing the instancing) still shows the issue.
If there's a sprite between instances the issue WON'T happen. I guess anything that draws will work but I haven't tested it.
Okay, I think I've found the issue. In RasterizerCanvasGLES3::_set_texture_rect_mode() this line https://github.com/godotengine/godot/blob/master/drivers/gles3/rasterizer_canvas_gles3.cpp#L291 will return true the second time because the first time the p_enable was false so it won't setup everything else the second skeleton needs (or the third, forth,...) I commented it out and it fixed the problem but I don't know if that's the correct way or not. @reduz will know 😅
Look at all those animes animating in sync without issues
Godot version:
Godot 3.1 master 89eb79a
OS/device including version:
Windows 10
Issue description:
When using multiple instances of a
Skeleton2D
animation the deformations are wrong.https://streamable.com/noqcz
Minimal reproduction project:
godot_animation_test.zip
Credits:
The text was updated successfully, but these errors were encountered: