Description
Tested versions
Reproducible in: 4.3.stable, 4.4.stable, 4.5.beta1
System information
Godot v4.5.beta1 - Windows 11 (build 26100) - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 3080 Laptop GPU (NVIDIA; 31.0.15.5186) - AMD Ryzen 7 5800H with Radeon Graphics (16 threads) - 15.35 GiB memory
Issue description
When calling Input.get_last_mouse_screen_velocity
in _physics_process
, it seems to return the difference between the current mouse position and the mouse position when the program started (roughly - when not moving the mouse, the returned value is not zero and it also jumps around). It doesn't return the velocity.
Input.get_last_mouse_velocity()
works correctly.
Steps to reproduce
Run the example project. Move the mouse. See that the mouse screen velocity showing in the label is wrong.
Minimal reproduction project (MRP)
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