this post was submitted on 23 Aug 2023
25 points (100.0% liked)

Godot

5888 readers
54 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

founded 1 year ago
MODERATORS
 

I made a pause menu, but there seems to be a "dead square" in the middle of the screen, where it doesn't detect the mouse hovering. The deadzone seems fixed in size and place, moving the menu out of the center makes the problem stop. So, something invisible on top?

Video showing the problem - https://files.catbox.moe/92kr8z.mp4

How the node is set up

The "OptionsWin" opens a new UI element, but moving it around doesn't change the deadzone, even if none of its elements are anywhere near the original pause menu.

Any ideas on how to fix this without having to offset the pause menu?

EDIT: Fix is my comment below. Should've tested it as an isolate scene first, that led me to looking into the player node and finding the problem. Hopefully this will help someone else in the future.

you are viewing a single comment's thread
view the rest of the comments
[–] ICastFist@programming.dev 1 points 1 year ago (1 children)

By default it is on STOP

Seems the default is actually PASS, which is what is set on both and I never noticed this parameter before. The Force Pass Scroll Events is grayed out and checked, too.

Right now you still have a 1px dead zone.

0px and outside the layout of the buttons, just in case ;)

[–] Kylamon1@lemmy.world 2 points 1 year ago (1 children)

Ah, I use godot 3.5, there the default is stop. Sounds like the options changed so your guess is as good as mine.

[–] ICastFist@programming.dev 1 points 1 year ago

Came across that problem a second time. Fiddling with that Mouse parameter didn't do anything. No parameters did anything at all, period.

So, after further fiddling around, I've found two different ways to fix it:

  • Change the position of the node. The nodes further down get "on top". So, putting something further up should stop that
  • Make a different canvas layer