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OS/device including version:
Macbook pro running macos 10.15.6 Issue description:
my game use mouse input to control the player, and a checkbutton to pause/unpause music, but clicking the checkbutton to change music status makes my player jump - I set the mouse filter to stop for thecheck button but its still an issue. (see attached example project )
Steps to reproduce:
create a UI scene with a checkbutton on it
2 instance the UI scene into your main scene
assign mouse click to an input via the input map
create game logic using newly assigned input
expected result: can use checkbutton without affecting game logic
actual result:
cclicking the checkbutton also results in the input map input being generated influencing gameplay (there doesnt appear to be a way around this.)
Use _unhandled_input() to handle the player's "action" input instead of _input(). This way, input handled by other nodes won't be passed to the player.
Godot version:
3.2.3
OS/device including version:
Macbook pro running macos 10.15.6
Issue description:
my game use mouse input to control the player, and a checkbutton to pause/unpause music, but clicking the checkbutton to change music status makes my player jump - I set the mouse filter to stop for thecheck button but its still an issue. (see attached example project )
Steps to reproduce:
expected result: can use checkbutton without affecting game logic
actual result:
cclicking the checkbutton also results in the input map input being generated influencing gameplay (there doesnt appear to be a way around this.)
checkbutton_issue.zip
Minimal reproduction project:
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