godotengine / godotengine/godot
SpringArm(x)D should also update children's transform at editor time
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
v4.4.dev
### System information
Godot v4.4.dev (a5830f6eb) - Windows 10.0.22621 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3080 (NVIDIA; 32.0.15.5585) - 12th Gen Intel(R) Core(TM) i9-12900K (24 Threads)
### Issue description
Currently, the children of SpringArm3D component, only update their transform at runtime. And if I modified the properties (spring_arm_length...) of SpringArm3D, the children(for example a camera node), which will be inconsistent about the transform from editor preview to real play in game.
### Steps to reproduce

### Minimal reproduction project (MRP)
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Contributor guide
Research direction
Start with the SpringArm3D implementation and reproduce the difference between its editor preview and runtime behavior using the reported spring_arm_length change and a child camera. Trace how child transforms are updated in each context; done means the child transform stays consistent in the editor and during play.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev, tooling
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100