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CallMethod Track causes issues with other animation tracks on the same node. If the CallMethod Track is first, the other tracks will not work. If the CallMethod Track is not first, it will not work. Tested in both C# and GDScript as suggested.
Steps to reproduce
From a new project:
Create MeshInstance3D named Floor.
Select a New PlaneMesh and resize to 20x20.
As a child node of Floor, add a Camera3D.
As a child node of Floor, add a CharacterBody3D named Character.
As a child node of Character, add a MeshInstance3D and select a New CapsuleMesh.
Attach the appropriate script below to Character and build the project.
In the 3D viewer, move Character in front of the Camera3D.
As a child node of Character, add an AnimationPlayer.
Add a new animation to the AnimationPlayer called "Test" and set it to Looping.
Add a CallMethod Track for Character.
Add key frames for the F1() and F2() methods at any point within the track.
Run in Debug. "1" and "2" will print as expected.
Add a Position Track for Character.
Add key frames with a new position for Character at any point within the track.
Run in Debug. "1" and "2" will print, but Character will not move.
Delete the CallMethod Track.
Run in Debug. Character will now move.
Re-add the CallMethod Track with F1() and F2() at any points on the new track.
Run in Debug. Character will move, but "1" and "2" will not print.
Results are the same using C# or GDScript.
Note: Adding additional tracks like a Rotation Track, will have Character both move and rotate as expected. Only CallMethod Track doesn't work.
using Godot;
public partial class Character : CharacterBody3D
{
public override void _Ready()
{
GetNode<AnimationPlayer>("AnimationPlayer").Play("Test");
}
public void F1()
{
GD.Print("1");
}
public void F2()
{
GD.Print("2");
}
}
Reading the "Building from Source" page, I don't think my machine is setup to test branches. If it is holding up the merge I can make some time to set it up though.
Reading the "Building from Source" page, I don't think my machine is setup to test branches. If it is holding up the merge I can make some time to set it up though.
Tested versions
4.3 Beta
System information
Windows 10 - Godot 4.3 Beta - Forward+
Issue description
CallMethod Track causes issues with other animation tracks on the same node. If the CallMethod Track is first, the other tracks will not work. If the CallMethod Track is not first, it will not work. Tested in both C# and GDScript as suggested.
Steps to reproduce
From a new project:
Create MeshInstance3D named Floor.
Select a New PlaneMesh and resize to 20x20.
As a child node of Floor, add a Camera3D.
As a child node of Floor, add a CharacterBody3D named Character.
As a child node of Character, add a MeshInstance3D and select a New CapsuleMesh.
Attach the appropriate script below to Character and build the project.
In the 3D viewer, move Character in front of the Camera3D.
As a child node of Character, add an AnimationPlayer.
Add a new animation to the AnimationPlayer called "Test" and set it to Looping.
Add a CallMethod Track for Character.
Add key frames for the F1() and F2() methods at any point within the track.
Run in Debug. "1" and "2" will print as expected.
Add a Position Track for Character.
Add key frames with a new position for Character at any point within the track.
Run in Debug. "1" and "2" will print, but Character will not move.
Delete the CallMethod Track.
Run in Debug. Character will now move.
Re-add the CallMethod Track with F1() and F2() at any points on the new track.
Run in Debug. Character will move, but "1" and "2" will not print.
Results are the same using C# or GDScript.
Note: Adding additional tracks like a Rotation Track, will have Character both move and rotate as expected. Only CallMethod Track doesn't work.
Minimal reproduction project (MRP)
CallMethodTrackTest_CS.zip
CallMethodTrackTest_GD.zip
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