godotengine / godotengine/godot
Issue with layering TileMapLayers in playtest
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
-Reproducible in: Godot v4.3 (stable), v4.4-dev5
### System information
Godot v4.3.stable - Android - GLES3 (Compatibility) - Mali-G68 MC4 - (8 Threads) / Godot v4.3.stable - Windows 10.0.26311 - GLES3 (Compatibility) - ANGLE (Microsoft, Microsoft Basic Render Driver (0x0000008C) Direct3D11 vs_5_0 ps_5_0, D3D11-10.0.26311.5000) - Intel(R) Xeon(R) CPU E5-2697 v4 @ 2.30GHz (6 Threads)
### Issue description

In the attached image you can see the red fading texture going above the white outline inside the editor, but not in the playtest. After some experimenting I also found out that this issue does not occur on an exported exe file, which makes this issue exclusively to the playtesting.
Both the Windows and the Android version are affected by this issue and it only happens with the TileMapLayer. The TileMap node doesn't seem to replicate this problem.
### Steps to reproduce
Play the Scene.tscn in the Scenes folder to reproduce the bug.
### Minimal reproduction project (MRP)
[TileMapLayerIssue.zip](https://github.com/user-attachments/files/17877788/TileMapLayerIssue.zip)
Contributor guide
Research direction
Start with Scenes/Scene.tscn in the attached minimal reproduction project and run it in the editor playtest, comparing the TileMapLayer result with the editor and exported executable. Compare the behavior with the TileMap node on both Windows and Android. Done means the red fading texture and white outline layer consistently in playtests as they do in the editor, without regressing the exported executable.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Clearly specified
- Newbie friendliness
- 45/100