You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This is what it looks like in 4.4-rc1 (same as 4.4-beta3 and 4.4-beta4):
The big orange eyes are created in the editor so the ShaderMaterial is not instantiated in C#. The blue eyes on the character are subject to the given C# code.
Tested versions
4.4-beta3
,4.4-beta4
,4.4-rc1
.4.4-beta2
.System information
Godot v4.4.rc1.mono - Windows 11 (build 26100) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 32.0.15.6636) - Intel(R) Core(TM) i3-9100F CPU @ 3.60GHz (4 threads)
Issue description
ShaderMaterial
is completely bugged when created withnew
in C# starting with Godot4.4-beta3
.Here is the code that works in
4.4-beta2
but not in4.4-beta3
and beyond:Here is the fix:
This is what it looks like in
4.4-beta2
:This is what it looks like in
4.4-rc1
(same as4.4-beta3
and4.4-beta4
):The big orange eyes are created in the editor so the
ShaderMaterial
is not instantiated in C#. The blue eyes on the character are subject to the given C# code.Steps to reproduce
Minimal reproduction project (MRP)
shader-material-regression.zip
Godot
4.4-beta2
:Godot
4.4-rc1
:The text was updated successfully, but these errors were encountered: