godotengine / godotengine/godot

Draw Skeleton2D gizmos independently of editor camera zoom

Open
#94,471 3 comments 1 reaction 0 assignees View on GitHub
confirmed enhancement topic:2d topic:animation topic:editor usability
Dominant language
C++
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Forks
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PR merge metrics
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Description

### Tested versions

v4.3.beta3.official [82cedc83c]
4.2-stable,
4.1-stable
4.0-stable.

### System information

w10 64

### Issue description

I'm testing the "skeleton" example in godot 4.3 beta 3 extract from here:

![Captura5](https://github.com/user-attachments/assets/d54487ce-be4b-48f2-9245-28b0e9d4c9a7)

This is what appears when you open the character's scene.

![Captura4](https://github.com/user-attachments/assets/d4901c6e-5af6-4b7d-a427-ad1b1ab68d15)

I assume this is a bug or problem with the display of the bones because the documentation does not show it like this:

![Captura6](https://github.com/user-attachments/assets/6ca460fd-2431-4959-b96e-6fbcf767678d)

I'm talking about the look of the bones, they look too big, I'm not talking about the problems that show a yellow notice.

### Steps to reproduce

...

### Minimal reproduction project (MRP)

...

Contributor guide

Open the contributing guide

Research direction

No source file or test is named. Start by opening the skeleton example scene in Godot 4.3 beta 3 and varying the editor camera zoom to reproduce the oversized Skeleton2D gizmos; done means the gizmos render independently of editor zoom and match the expected appearance.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp, godot
Domain
game-dev, tooling
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
35/100

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