#UI Invisibility Behavior

29 messages · Page 1 of 1 (latest)

static sandal
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I'm creating a text box that animates when it opens. Several of the pieces are set to invisible at the start, and are changed to visible via keys in the animation. It works properly when it runs, but I'm having issues with all of them becoming visible when I hit play. There's no code or anything doing this, so I'm at a loss. Is there a godot 4 bug related to this, or some other behavior I need to watch out for? Thanks.

lusty finch
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I'm unable to recreate the issue here - objects toggle on visibility as expected

there is one instance where I can get it to become visible earlier, and that's by setting the track to continuous, meaning that when it reaches 0.5 in value it rounds up to 1 (which means visible)

however, the default for visibility is Discrete, which should just go from 0 to 1 when the keyframe happens

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so you must have something else going on with your animation that's causing the issue

static sandal
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Hi, thanks for the reply. This is the animation. I even set them all to invisible in the animation to try and curb the problem.

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When I scrub the playhead the animation works fine. When i play it at runtime it also works fine. but for some reason all the nodes set to invisible are visible when the scene first runs. playing the animation blinks them all invisible then the animations makes them visible again.

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A little silly, but here's some screens of me scrubbing the animation 😅

lusty finch
static sandal
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I have then set to invisible, saved in the editor. My first screen is what my tree looks like when I save, in case that's helpful.

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Playing the level swaps them all visible, then playing the animations makes them invisible again. It's had me scratching my head all morning. Here's my local and remote tree as soon as i hit play, before playing the animation

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For some reason Text is the only one that does not get forced visible.

lusty finch
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that's very strange

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do you have a RESET track where those elements are made visible?

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and Reset On Save turned on

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in which case, the elements would be made visible in the TSCN file, and would explain why they'd be visible when you first start the scene in play

static sandal
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I'm not sure. It auto created the reset tracks, but I don't know how they work so I have not looked at them. I'll have to take a look. What are the reset tracks for exactly?

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Would I be better off deleting those?

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It does appear the reset track is setting them visible...

lusty finch
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The AnimationPlayer works by changing properties, so if you're editing your animation and you, I.E., change the position during an animation, the object's actual position is changing.

This might be fine in play where you have code control, but if you scrub and you don't go back all the way, you can end up saving your TSCN file and there you go, now your character is in the wrong spot as their initial position

that was a problem back in the day, so the concept of a RESET track was added. a RESET track is a track whose keyframes set the initial state of the properties, so you know your TSCN is in its normal initial state

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so in your RESET track, you should set those keyframes to be invisible

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it plays along with the 'Reset on Save' property on the animation player, which pretends that the RESET track was played to keyframe 0 right before saving the TSCN

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and when you hit play, your scene is saved, so all your objects end up visible by default

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but if your RESET track says they should be invisible, then they'll be saved as invisible instead

static sandal
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Well, that appears to have fixed it. Thank you kindly 🙂

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Speaking of scrubbing though, I was having an issue earlier where playing the animation in the editor would go all the way to the start or the end. it'd get stuck about 0.1 before. Is that a known bug?

lusty finch
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not to my knowledge

static sandal
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It seems to have stopped after a restart, so i'm guessing it might have been

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Possibly something due to zooming way into the animation track and messing around with 0.001 snap

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i was trying to set keys right next to each other when troubleshooting this issue