godotengine / godotengine/godot
[2D] `RemoteTransform2D` does not account for Camera offset when Target is Under a Separate `CanvasLayer`
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- 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
This issue has not been assessed yet.