Tilemaps gizmos don't render in correct place when in subviewportcontainers
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Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 35/100
- Issue type
- Bug
- Clarity
- Mostly clear
- Activity status
- Stale
- Tech stack
- cpp, godot
- Domain
- computer-graphics, game-dev
Research direction
Start by opening the linked MRP and following the reproduction steps: place a TileMap inside a SubViewport under a SubViewportContainer, with a Control spacer in the VBox. Observe the gizmo position and whether the tiles render, then trace how viewport offsets affect TileMap gizmos. Done means the gizmos appear in the correct place; check whether tile visibility is related, as the report is unsure.
Written by the indexing model from the issue text.
Description
Tested versions
26.1
System information
Debain 13
Issue description
Putting a tilemap inside a sub viewport inside a sub viewport container draws gizmos in the wrong position.
Idk if it's related but the tilemap is not visible either I have to offset it to get it to show in the viewport.
The sub viewport was transparent and had no child camera.
The tileset was 1x1 pixel tiles.
Steps to reproduce
- add a sub viewport container as a child of a vbox with a sub viewport child with a tilemap child
- make sure to use a control node as a spacer to offset the sub viewport container downward in the vbox
- draw some tiles.
Minimal reproduction project (MRP)
- Dominant language
- C++
- Stars
- 6.1k
- Forks
- 337
- Avg merge
- 4d 5h
- Merged PRs (30d)
- 52
Getting set up
- No Dockerfile or Docker Compose file
- Has a pull request template
- Read the contributing guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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