CollisionObject3D mouse_entered/exited signals and overlay GUI
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Hello,

I have question related with CollisionObject3D mouse_entered/exited signals.

In my project I am using mentioned signals from CollisionObject3D to control when my custom tooltip is shown for some objects player may interact with.

That was working fine in Godot 3.x and in some Godot 4.x versions, but with latest stable Godot 4.1.1 either something has changed and I don't know about it or there is some regression.

According to the documentation related with input handling, 2D/3D scene object picking is done only if event wasn't handled at any earlier point. My GUI windows are using mouse filter STOP for their root control (and also bg), so I would expect if mouse is over my GUI window objects in 3D scene shouldn't receive mouse_entered/exited events and that is how it worked until recently.

Now the issue is that with latest Godot 4.1.1 it seems my 3D objects are receiving mouse_entered/exited events even when mouse is over my GUI overlay what cause 3D objects tooltip show even when mouse is over GUI window (and 3D object is behind that window). Pressing mouse button seems to be acting properly (it is blocked by GUI window and 3D object is not handling it), but mouse entered/exited signals seems to be still tirggered for some reason.

Is that expected behavior now? If so, how can I fix my tooltips to work as they should? I believe if mouse is over GUI element with mouse filter set to STOP it shouldn't trigger mouse entered/exited signals for 3D scene objects.

Thank you for your replies in advance.

Nicholas answered 1/9, 2023 at 22:41 Comment(0)
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For anyone wandering I created github issue for this and hopefully it should be fixed for Godot 4.2

Nicholas answered 4/9, 2023 at 17:49 Comment(0)

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