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Hovering over a property in the Inspector for over 1 second causes its tooltip to disappear, then continue to blink on and off [Stardock Fences, Kakaotalk] #32990
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Does it happen in 3.2 alpha too? I can't reproduce it. |
Were you able to reproduce the issue on 3.1.1 Stable? I've been using the release versions from Itch.io and Steam to test and both versions cause the same issue. |
I don't move my mouse at all when this is happening. GIF Below: |
OK - I can confirm it doesn't happen on the Itch.io build on my Dell XPS15 Laptop. This seems to an edge case error, though I'm open to ideas in terms of troubleshooting its cause. |
Strangely, this is reproducible easily in 4.0-dev |
Came here to post this bug. I am on version 3.2.1 stable.official - and this still a bug. |
@Bargeral Any more info? OS? GPU? Any video maybe? |
@KoBeWi Do'h! Should have thought of that. Godot.Engine.mp4 |
Thanks. Seems like I have similar setup and it doesn't happen to me 🤔 |
Downloaded and it has the exact same behavior. |
@KoBeWi I found the issue. I have a program called Fences that manages icons on the desktop. Disabling Fences and the problem goes away. re-enable Fences and the problem returns. I'll see if I can open a ticket with them, it would be nice to identify what the root of the issue is in case it might come up with other applications. |
I do use Fences! I'm inclined to believe Fences effects Godot in some way. Aside from messaging Stardock, what's the way forward here? Is this within the scope of Godot support? |
That's likely outside Godot's scope then, the way we handle tooltips on Windows is not "wrong" per se, but might be different to what native Windows applications, and confuses Fences. We can keep this issue open for other Fences users to find it and see the cross-referenced Stardock support ticket, but it's unlikely to be fixed on the Godot side (unless Godot 4's new multiple window support happens to fix it by chance). |
By the way, it appears this isn't the only third-party software to cause issues with tooltips in Godot: #39008 |
This occurred to me while I also had Unity open. Neither Stardock Fences or Kakaotalk are installed. Godot versions 3.3.3, 3.4.3, 3.4.4 |
I started to strategically go through all programms I use to check the issue. I had similar problems but with custom tooltips in the exported game (described in #59973) When I run a game: This has the same effect on the custom tooltips (using _make_custom_tooltip) for me but NOT for regular tooltips (Control: Hint: Tooltip) as described in #59973 Windows 10 x64, NVidia GTX 970, i7-2600K CPU, GLES3 |
Having the same issue here, Fences makes tooltips flicker Windows 10, RTX 2080 Super, Ryzen 9 3900XT |
This issue is a real pain, please fix! The continual hiding and showing of these tool tips makes reading that often very useful information incredibly frustrating. System spec: Windows 10 64 bit, Godot 3.5 stable 64bit (mono). It is the current Godot implementation of these specific tool-tips that is the root cause of the issue, NOT Fences or any other application on the system. I use Fences but no other application on my system (eg Visual Studio, VS Code, Blender, Unity, Libre Office, Inksacpe, Steam, numerous games etc) exhibits the same issue with tool-tips. Stardock (or other vendors) are simply going to laugh at anyone suggesting they need to fix something in Fences when the issue is plainly with the Godot implementation. Why do you have seemingly multiple implementation of tool tips anyway? I notice the light background tool tips used for icons throughout the Godot UI never exhibit this issue. So annoyingly we have inspector tool tips, that cannot be read at a glance, continually hiding/showing. While the short simple tool tips that can easily be read in a glance are rock solid. Please just use the same (reliable) tool tip system for all tool tips. It's quite strange any external application could impact Godot UI features rendered using the same OpenGL rendering system used by the rest of the Godot interface uses. Are those inspector tool tips are implemented using OS native UI functionality? That's the only way I could see that happening? |
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Out of all the programs you mentioned, VS Code and Blender both use custom tooltips. Blender is drawing them in the same OpenGL window as the main viewport, like Godot 3.x.
EditorHelpBit (used for inspector tooltips) is more powerful (and therefore more complex/demanding) compared to the general-purpose tooltip spawned when hovering Control nodes. To each problem, its own solution 🙂
No, these are rendered as Controls within the main window in 3.x (and in separate windows in 4.0). OS-native tooltips are too limited for this purpose, as they can't contain any formatting and their theming can't be changed. Most complex programs end up implementing a custom tooltip system for the same reason. |
I don't have Stardock Fences or Kakaotalk apps but this problem occurs too when the Performance Monitor of Windows is opened (Windows 11, Godot v3.5.stable.official [991bb6a]). |
Just to make sure, are you referring to the task manager or |
Yes i was referring to perfmon.exe (Resource Monitor). |
@Calinou Surely it's therefore just a a bug in Godot rendering system for these tooltips? Other applications that happen to be running such as Fences, Perf Mon etc, just seems like a "correlation is not causation". |
Just a thought, perhaps these EditorHelpBit tooltips are overly sensitive to any "perceived", but not user initiated movement of the mouse cursor? I say "perceived" because it could be possible that some applications (eg Fences, Perf Mon) might be doing something to the mouse cursor (at the OS level) which triggers a false movement which in turn causes the EditorHelpBit tooltips to hide themselves continually? No idea if this is actually true but that could explain how external applications may impact this issue. However I am not sure why the simple tooltips would not also be affected by this. |
I was surprised to see this issue being looked at again. |
Experiencing this issue with 3.5.1.stable. Very annoying. |
Looks like this issue will be fixed in 4.0. 4.0 by default uses separate windows for tooltips, but even in single window mode the blinking does not happen. 2023-01-23.18-37-31.mp4This is the first time I use Godot, and I just have Resource Monitor opened in background by accident. So, I encountered this issue immediately. A pretty bad first impression for me. |
Relevant code that controls the display of custom tooltips in Lines 1581 to 1637 in f747967
(Also search for all instances of |
Using Godot 4.1.1.stable tooltips dissapeared completely, caused by Rainmeter (like in #39008) |
Not sure if it's the same issue. I'm using v4.1.stable.official [9704596] and have Fences up now without issue. Also using PerfMon.exe as a test and no issues. |
To see tooltips in Godot try to hold Alt button while hovering on UI objects that have tooltips, it works for me. I use Godot 4.2 and last version of Fences app. Update: I found better solution to "fix" this bug, when you want to switch to Godot, use (Win + Tab) and select Godot, and all tooltips are working just fine! (without Alt button pressed). Still idk about other people, but it works for me all the times. |
Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.
Godot version:
3.1.1 Stable
OS/device including version:
Windows 10.0.18362
Issue description:
When hovering over a property in the inspector panel, a description pops up for a second, then blinks away, then comes back. This can't be how it was designed.
Steps to reproduce:
Open a blank project. Hover over any property in the inspector window. Observe the property description appear for a second, then disappear for a fraction of a second, then reappear.
Minimal reproduction project:
Any blank Godot default project.
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