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get_child
error when duplicating .GLB model nodes with animations
#96246
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get_child
error when duplicating .GLB model nodes with animations
Bisecting points to #91677 as the culprit, @KoBeWi This looks not related to animation, but a problem with internal nodes, while duplicating this part discards the Skeleton3D internal node for the new node: Lines 2715 to 2722 in 61598c5
Which results in a difference in child count here, Lines 2954 to 2958 in 61598c5
Commenting line 2720 preserves the internal node and stop the error but probably is not the correct fix, but at least give some idea what's going on |
I am having a similar issue which is driving me nuts. It happens only when I do CTRL+D for a specific node. That node2d has a notification to listen to transform position change notification in editor mode (position change in grid cell size 64 pixels). And when that happens, I call a function to do somethings like delete children and recreate them based on some other calculations where the node2d moved in the scene relative to other objects. I tried setting owner to I tried call_deffered when adding child, calling deferred the function from notification that respond to position changes. Same thing. Edit: The custom node2d I have works fine in editor or in game. It is just this error message. I probably should ignore it, but I am the type that these things can bother me 😖 Running 4.4 beta 2. Does #89442 fix the issue? and if yes, will it be merged any time soon? it has been almost a year. |
The error looks the same from the issue, so probably yes.
For now the pr don't have any specific date to be merged, is marked to be merged at some point in the 4.4 cycle. What you can do while the pr isn't merged is compile from source cherry-picking the cited pr on top, so you can have a binary with this fix applied. |
@matheusmdx Thanks. I was able to work around the issue. I don't get that error anymore. Before, I had an empty Node2D inside the game object scene, I used it to add children into it in editor mode (tool keyword). I was thinking it is a nice way to organize everything instead of seeing all these children created and appear in scene tree
What I had to do, I compared the type of each child object added to the main game object scene (not the sub-Node2D) func remove_existing_shaft_pieces() -> void:
# using the following method of removing the children will throw error
# in the debug output about child disappearing ( lol ) while being duplicated
# ----------
#for child in $ShaftParts.get_children(true):
#child.queue_free()
# ----------
# But, doing it this way, does not!
for child in get_children(true):
if (child is GameObject):
var object_type: Constants.ObjectType = child.get_object_type()
if (object_type == Constants.ObjectType.ELEVATOR_BIG or
object_type == Constants.ObjectType.ELEVATOR_SMALL):
child.queue_free()
#print("queue_free() shaft piece..")
return |
I remember I had to compile from source and rollback the changes from 4.2 to 4.3, but I feel like the main problem is the whole |
Tested versions
reproducible in 4.3 stable
not reproducible in 4.2 stable
not tested in other builds
System information
Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.5161) - Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (8 Threads)
Issue description
when attempting to duplicate() a GLB node with animations under its animation player it is unable to understand the children and produces this error
that also causes the next error in the debugger
Steps to reproduce
import a .GLB model with a animation into a scene and call the duplicate function on it
Minimal reproduction project (MRP)
glb-duplicate-test.zip
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