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CollisionObject in process pause mode doesn't emit mouse_entered/exited signals when paused #39094

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makepanic opened this issue May 27, 2020 · 1 comment
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@makepanic
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Godot version:
3.2.1.stable.official

Issue description:

given:

  • a CollisionObject (Area) with connections tomouse_entered and mouse_exited
  • the CollisionObject pause mode is set to process
  • the tree is paused

expected:

  • mouse_entered / mouse_existed signals should fire if the mouse enters or exists the object

actual:

  • no signal is emitted

Demo video: https://streamable.com/ini8fw

It might be possible that this is expected behavior.
I found this issue when following the GUI in 3D demo project.

Without having the mouse entered/existed signals when paused, it seems to be impossible to use a GUI in 3D.

Is there maybe another recommended way to implement a GUI in 3D that supports pausing the tree?

Minimal reproduction project:
area_paused.zip

@madmiraal
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Duplicate of #38370, but you make a valid point:

Without having the mouse entered/existed signals when paused, it seems to be impossible to use a GUI in 3D.

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