godotengine / godotengine/godot

SpringArm(x)D should also update children's transform at editor time

Open
#96,376 1 comment 1 reaction 0 assignees View on GitHub
discussion enhancement feature proposal topic:editor topic:physics
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

![image](https://github.com/user-attachments/assets/32ccbdaa-8bac-4000-a5bf-8651269d6212)

### Minimal reproduction project (MRP)

--

Contributor guide

Open the contributing 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

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