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nachomozo
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Skeleton2D/Polygon2D moving/rotating issues when polygon is not on default position
[4.0 beta10] Skeleton2D/Polygon2D moving/rotating issues when polygon is not on default position
Jan 9, 2023
Right now to have rotations work correctly you need to set the polygon's pivot to be the origin (i.e. 0,0). This was not the case in 3.x, but due to how bones work in 4.0, it may be necessary.
Godot version
4.0.beta10.official
System information
Pop!_OS 22.04
Issue description
After assigning a bone to a polygon, if the bone is not at the initial position (0,0), a strange behavior occurs when moving or rotating the bones.
The polygon is translated to incorrect positions (it seems to be based on the center of the original texture and not the polygon itself.
Trying the exactly same nodes on v3.5.1 behaves correctly.
There are a similar closed issue for Godot 3:
#48348
Steps to reproduce
Minimal reproduction project
godot4_bones2d_issue.zip
The text was updated successfully, but these errors were encountered: