Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

CanvasGroup rendering problem in v4.4 beta2 #102326

Closed
gurugururu opened this issue Feb 2, 2025 · 2 comments
Closed

CanvasGroup rendering problem in v4.4 beta2 #102326

gurugururu opened this issue Feb 2, 2025 · 2 comments
Labels

Comments

@gurugururu
Copy link

Tested versions

Reproducible in: 4.4.beta2
Not reproducible in: 4.4.beta1

System information

Godot v4.4.beta2 - Windows 11 (build 26100) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 32.0.15.6614) - Intel(R) Core(TM) i7-10700 CPU @ 2.90GHz (16 threads)

Issue description

There is an issue with CanvasGroup rendering.

  • The transparency change using self modulate is not applied.
  • The CanvasGroup affects the rendering results of its sibling nodes.

Steps to reproduce

  • In Godot 4.4 beta2, create a new Node2D scene.
  • Add a Sprite2D to the scene, then add a CanvasGroup under it, and a Camera2D under the CanvasGroup.
  • Add another Sprite2D as a child of the CanvasGroup, positioning it so that it partially overlaps with the first Sprite2D.
  • Set the texture of both Sprite2Ds to icon.svg.
  • Change the self modulate property of the CanvasGroup to a semi-transparent red color.

Image

Minimal reproduction project (MRP)

N/A

@Calinou
Copy link
Member

Calinou commented Feb 2, 2025

@gurugururu
Copy link
Author

Thank you for getting back to me so quickly. I built and checked the master branch, and it looks like the issue is resolved. Appreciate your help!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

3 participants