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There are two area2d,we call them A and B, make A can check B. make A's area_enter connect to a function to observe.
When they are overlaping, turn A' monitoring(true -> false -> true), A' area_enter will emit. (It is right)
However, turn B' monitorable(true -> false -> true), A' area_enter wouldn't emit. ( I think it should emit)
Additionally, every change on B's monitoring (true -> false or false -> true) will makes A' area_enter emit. ( I think it shouldn't emit according to the principle)
I hope that a appropriate change will happen on there and make them liked described.
Steps to reproduce
open the function "display collision area"
press "D" until the small area overlap with the big .
Tested versions
v4.3.stable.official [77dcf97]
System information
Godot v4.3.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 Laptop GPU (NVIDIA; 31.0.15.2887) - 13th Gen Intel(R) Core(TM) i7-13700H (20 Threads)
Issue description
There are two area2d,we call them A and B, make A can check B. make A's area_enter connect to a function to observe.
When they are overlaping, turn A' monitoring(true -> false -> true), A' area_enter will emit. (It is right)
However, turn B' monitorable(true -> false -> true), A' area_enter wouldn't emit. ( I think it should emit)
Additionally, every change on B's monitoring (true -> false or false -> true) will makes A' area_enter emit. ( I think it shouldn't emit according to the principle)
I hope that a appropriate change will happen on there and make them liked described.
Steps to reproduce
Minimal reproduction project (MRP)
test.zip
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