You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
@Sauermann same results, order is not what the hierarchy dictates it should be. However, I noticed that if the scene tree is updated (a node is added or removed) then the nodes jump to the correct draw order. Not sure why this works, but my current workaround is to add a basic Node2D to the scene and then immediately queue_free it.
Godot version
v4.0.beta.custom_build [bc5d67c]
System information
Llinux X11
Issue description
Considering the following two SceneTrees:
When running the project with the SceneTree in each variant:
Button2
is drawn overButton
Button
is drawn overButton2
However modifying the SceneTree while the project is running with the following command between the two configurations:
results in no display-change.
I would expect, that the draw order of
Control
-nodes get updated, when their position in the SceneTree changes.A simple
did not solve the problem.
Steps to reproduce
I would expect, that the draw order of the Control nodes changes, but they stay in the same order.
Minimal reproduction project
BugMoveChildRootUpdate.zip
The text was updated successfully, but these errors were encountered: