godotengine / godotengine/godot

[2D] `RemoteTransform2D` does not account for Camera offset when Target is Under a Separate `CanvasLayer`

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#101,080 1 comment 1 reaction 0 assignees View on GitHub
bug topic:2d
Dominant language
C++
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Description

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable.mono - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 Ti (NVIDIA; 32.0.15.6603) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

When the target for a `RemoteTransform2D` is under a separate CanvasLayer with `follow_viewport_enabled = false`, the transformation for the target is incorrect if the camera is at a position different from the origin.

https://github.com/user-attachments/assets/2a92b072-affa-47e5-a4b5-dac5266daa14

### Steps to reproduce

1. Download and open the MRP
2. Run the main scene.
3. Scales the window or move the camera.
4. Observe the malfunction.

### Minimal reproduction project (MRP)

[MrpRemoteTransform2dError.zip](https://github.com/user-attachments/files/18302112/MrpRemoteTransform2dError.zip)

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Assessment

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