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This repository was archived by the owner on Jan 21, 2025. It is now read-only.
The infotext instructions are useful at first, but too large and get in the way when you are debugging.
This feature should already work, but or some reason, the visibility of the 3D node doesn't influence the visibility of the 2D node created below it. If doesn't even matter if you set the ColorRect 2D node to visible=false, the keeps setting it back to to true (is this a bug)?
It does. But then I've found your hack to make it disappear on this line, where you are setting visible=false in the _process() function because it seems that the godot system keeps resetting it (as I found).
Do you think this a godot bug, and should I try minimal project to reported it?
For now I think not adding the node is the best option if it's hidden. And using the visibility flag instead of an export var could be more lightweight.
If you think it is a bug in godot a minimal reproducer is a good idea; but I think I have not yet understood what the problem is. I will try and see if I can reproduce it on my side by removing the set in the process...
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The infotext instructions are useful at first, but too large and get in the way when you are debugging.
This feature should already work, but or some reason, the visibility of the 3D node doesn't influence the visibility of the 2D node created below it. If doesn't even matter if you set the ColorRect 2D node to visible=false, the keeps setting it back to to true (is this a bug)?
The quickest method to get it to work is to insert
if visible:
above the line that inserts the node:https://github.com/NeoSpark314/godot_oculus_quest_toolkit/blob/master/OQ_Toolkit/OQ_ARVROrigin/scripts/Feature_VRSimulator.gd#L81
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