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I noticed the SubViewport blocks the Input Events event pressed
It would be more precise, that the SubViewportContainer blocks the Input Events. Control-Nodes always accept Mouse clicks, when their mouse-filter is set to PASS. So it is expected, that SubViewportContainer as a Control-Node does the same. This was a problem in the previous version, which lead to inconsistencies and got fixed in #57894.
What you want to achieve is no longer possible with SubViewportContainer but you can use Area2D instead.
Here is a demo-project to showcase one possible way, how this can be done: SubViewportAndMouseAreaWithChanges.zip
Godot version
v4.1.stable.official [9704596]
System information
Windows 11
Issue description
Hi,
After updating my project from godot 4.0.3 to 4.1, I noticed the SubViewport blocks the Input Events event pressed on my Area3D.
I made a small Godot project to test the issue with:
if the SubViewport is visible, only the content in the viewport receives the event pressed.
Important to note the mouse_entered signal works well.
I made a video to demonstrate the issue (the godot project is avalaible below):
https://drive.google.com/file/d/1gBgL_zsX0A8Y4mFQ0AwpIv0NDygISj_k/view?usp=sharing
Steps to reproduce
Area3D code:
Minimal reproduction project
SubViewportAndMouseArea.zip
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