Godot get global mouse position. ) Members Online • NotMethe2nd.
Godot get global mouse position 3 Question The player is constantly following the mouse position. distance_to(get_global_mouse_position()) Because two lines later you simply reassign the variable to the camera's global_position, overwriting anything you calculate here. force_update_scroll between manipulating the camera (changing its rotation/position etc. I don't know if this is intended behavior and I've tried to look for an alternative way to get the mouse position but haven't been able to find it, but also this should just return the mouse position imo. 4. This line also does nothing because it's just an expression and the reuslt is lost to the void: PlayerToCameraDistance * 20 I am working in GDScript, and I'm trying to get the player to aim their weapon in the direction of the mouse cursor. player: ray_cast. global_position) Godot Version 4. Which in itself i understand what it does but not how. ) Members Online • NotMethe2nd. to local(get_global_mouse_position) is not Pretty late to reply here, but if you need to convert from view space to world space in 2D, you can use Node. A function that return's the mouse's global position in a scene. 👤 Asked By gruen Well i dont get it. bullet_start_pos = gun_barrel. I want the shield to angle towards wherever the mouse is relative to the player. I think I need to do some tutorials in godot 4 to understand what I am doing, Godot Version I’m using Godot 4. I have been using get_global_position to get the position of the start and end of the line. Everything is snapped to the isometric grid, and to move forward (to where your character is facing) you need to press W+D at the same time. I'm almost sure that it's something about CanvasLayers setup. Godot version. ℹ Attention Topic was automatically imported from the old Question2Answer platform. To get the position in 3D the mouse is hovering over in Godot 4, you first need to get the mouse position and the current Camera3D: var viewport := get_viewport() var Edit/Solution: Make sure you call the get_global_mouse_position() method from either a Node2D or Control node. But as If you have an extra Viewport. Linux. get_window(). As I understand it, this should be done with something like var velocity_vector = (get_global_mouse_position() - global_position). The official subreddit for the Godot Engine. class_name Player extends Area2D func _physics_process(delta): if is_playing: global_position = global_position. 3 Question I made a simple animatedsprite2d which changes depending on mouse direction. All i want to do is place a sprite where i left click the mouse. Or reference one like so if it's from a singleton for example: Node2D. I messed around mainly with Hey! Sorry for necroposting, I was looking for something like this and it seems like its working for me (almost) except for the fact that I have a 3d object with a look_at towards this pos variable its calculating, the problem is that whenever my mouse position reaches a specific threshold (imagine a line splitting your screen in an "upper" and "lower" part of the screen), it would flip Instead use get_global_mouse_position(). Also, using get_global_mouse_position(). get_global_transform_with_canvas() So I want to make an axe as a weapon, and I want it to rotate based on the player's mouse position. I’m developing a 2D strategic game where you scroll back and forwards. They have different textures and currently I’m trying to use the dirt tilemap. In 3D it just makes no sense. get_global_mouse_pos should result in global coordinates, i. As i understand thats a Input_warp_mouse function. So if you move the real mouse I think what you are meaning to do is map the global coordinate to the row/col position in the grid (world_to_map) and then re-convert that map coordinate back into global coordinates to get the coordinate of that tile in the world (it's upper-left corner, I believe is the default?Though you can elect to ignore the half-offset. 1 in a 3D project. 👤 Asked By Corruptinator Hello! I was trying to get the global position based on where the finger has touched on a mobile touchscreen, somewhat similar to the function: get_global_mouse_position() where the mouse global position is captured. global_transform bullet. Pistol: var bullet = bullet_scene. Log In / Sign Up; Advertise on Reddit; Shop Collectible Avatars; Get the Reddit app Scan this QR code The official subreddit for the Godot Engine. position But when adding pan, I can´t get the block following de mouse/touch, I tried all this things: Hello, I am trying to use get global mouse position to select a point on my 2D scene but the get global mouse position method does not return and negative values and always returns positive values. I also need to convert the Global Coordinates of the mouse cursor to the nearest Cell position on the TileMap, so ℹ Attention Topic was automatically imported from the old Question2Answer platform. I have watched some youtube videos, and have worked out how I’m going to calculate the movement: Find the vector between the PlayerToCameraDistance = player. Meet your fellow game developers as well as engine Skip to main content. It w 178K subscribers in the godot community. I want the player to have a weapon that always points towards the mouse cursor, so I need a way to get the position of the mouse relative to the camera’s view. svg sprite (the Sprite2D texture) to follow at the exact point where the mouse is. I click my mouse, and my player shoots bullets in the direction of my mouse. The look_at() function is great, but it's not the smooth movement I'm looking for. get_mouse_global_position() When the mouse mode is set to Input. position); # a vector pointing from the sprite to the mouse would be calculated like this. ADMIN MOD Getting mouse position without _unhandled_input() Help So I'm using the input map to check for a mouse click and I was get_global_mouse_position() #Vector2. system June 21, 2019, 4:37pm 1. On Godot 3. This means in order to get the position relative to the parent origin or relative to the scene root node origin, you can You can of course use the get_global_mouse_position() method and this works with the expected behavior above. current_weapon == PrimaryWeapons. global_position in Godot, a game engine. global_position. global_position = get_global_mouse_position() I need to get global mouse position on Godot 4. When I use the get_global_mouse_position() in a normal scene, the coordinates are right, but when I use in a scene that uses a viewport container to render pixelated the scene, the coordinates are incorrect. x it always returned the mouse position. 👤 Asked By PeterPM So, to reproduce this behaviour one only needs a func _input(event): if event is InputEventMouse: print (get_global_mouse_position()) or a func _physics_process(delta): print (get_global_mouse_position()) Both will reproduce the same Godot Version 4. I thought this was This is how you would get the global_position of the node the script is attached to and assign it to a variable: var my_global_position = global_position. Having to calculate the mouse's global position by myself with the camera. You’re calling get_global_mouse_position on something that is Node. rotation_degrees = rad2deg(atan2(get_global_mouse_position(). Simpler said: global transform of a Node2D is relative to the CanvasLayer it belongs to. 3 Question I’m trying to make it so that the player can rotate a shield around them. v4. stuff is wrong but im not sure how to fix it. x >= Skip to main content. r/godot A chip A close button. But, whenever I tried to get the angle from the sprite to the mouse cursor in degrees using the int(get_angle_to(g The problem is that now, when the camera moves I can´t get the block at the position of the mouse, there is always a big offset. So when I position them I multiply the x and the y coordinates by 16 but that’s slightly beyond the point. In my game I create a grid and position the tiles using x and y coordinates. 👤 Asked By mhmoodalem I’m trying to make a 2d platformer where you spawn an object and try to jump on it in the air before it falls. get_global_position() bullet. To get the position in 3D the mouse is hovering over in Godot 4, you first need to get the mouse position and the current Camera3D: var viewport := get_viewport() var mouse_position := viewport. I tried; if get_global_mouse_position. 0rc1. normalized() In the class The function get_global_mouse_position() seems only works in 2D. x > 0: sprite. set_window_position(OS. 2 Question Hello 🙂 For an RTS game, I want to be able to drag a rectangle on the screen to select units. Otherwise just use Input. Godot uses viewports to display content, and viewports can be scaled by several options (see Multiple resolutions tutorial). Help. x var batY = bat. ZERO func _physics_process(delta): Godot Version 4. 👤 Asked By ProbablyIdiot So, I’ve been trying to make a top-down maze game where you navigate the maze by using the recoil from shooting a gun. x has the same problem and gives the same outputs when the ingame camera is placed with it’s top left corner at the world origin. Godot Version 4. 3 Hello I’m new at Godot and I need help I need to get global event. I need the mouse position to allow me to update a raycast's "cast_to", yet whatever I've tried has either led it to being completely off, or instead at a seemingly arbitrary offset (see video). Is there a way to get the “real” mouse position of the user’s Yeah, you've understood how it's suppose to work correctly. 3 Question My goal is to making bullets spawn spreadly in cone. 3 Question Hey so I have a following layout where the piles are control nodes wrapped with MarginContainers, adjusted by HBoxContainer. 5. UP) the Node2D that should look at the global mouse position moves. 3 Question Hi! I’m new to Godot, I’ve been creating a 2D multiplayer game, I have 11 CharacterBody2D and I want to move them by selecting one, clicking somewhere in the terrain and make it go there. normalized() Godot version v4. global_position you get coordinates in world space. Get app Get the Reddit app Log In Log in to Reddit. The camera has some vectors which are its up and left vector (if I remember correctly). to_global(position_local_to_nodeA) var ℹ Attention Topic was automatically imported from the old Question2Answer platform. For example: var global_pos = nodeA. 👤 Asked By random_developer I don’t know why but it looks like get-global-mouse-position() is giving the wrong coordinates exactly 60 degrees wrong my code here: func _process(delta): a = get_global_mouse_position() look_at(a) print(a. 👤 Asked By Rensae Hi, I’m actually trying to make a kind of ARPG script including buildings, but I’m having a weird trouble that I can’t seem to solve, I may be dumb, but better ask than doing nothing : I’m pressing a button to load a build_bar which contains every buildings I So with regular shaders, there's a INV_CAMERA_MATRIX variable built-in to the fragment shader. Godot Version v4. But the warp_mouse_position expects a coordinate ℹ Attention Topic was automatically imported from the old Question2Answer platform. First of all, make sure you put your Viewport inside a ViewportContainer (otherwise it does not get input, see _input not called for a node inside a Viewport). player = self, then do like this: func _aim(): if Global. The issue I'm using 3. coordinates relative to the world's origin. Video footage of the issue: right. To convert a view space position to a 2D world space position, you can use the following code: Hiya all,I can't seem to get the correct mouse position ever since I added a viewport (scaled 6x). Looking at the ℹ Attention Topic was automatically imported from the old Question2Answer platform. However I can't just look into your project, I can see only what you've shown. 000244 or -1. I can use map_to_local() and local_to_map() to convert mouse position to tilemap position but trying to call get_cell_tile_data() just returns a null object. It kinda works, but it draws the selector box in a wrong place. 2. When you take a node’s global position, you get a position that is somewhere on this infinite plane. get_mouse_position() doesn’t give the current mouse location when it’s outside of the game window. 091492 even though Hi! I’m on Godot 4. That way you don't have to deal with any relative positioning: ABT1. See how to use them for mouse events and camera zoom. If it is you should be able to just use get_global_mouse_position() anywhere to get the "actual" aka global position of your touch input. 👤 Asked By Supatier I’m trying to get the 3D position of my mouse cursor much like a gridmap coordinates just the X and Y with Z always constant. lerp(get_global_mouse_position(), delta * movement_speed) This works with mobile too, but If you for example tap level 1, when level 1 starts, the player moves to the Godot Version 4. Basti HD answered on July 22, 2021 Popularity 10/10 Helpfulness 6/10 I really would like to discourage just handing out code snippets on the forum, what they are asking about is a fairly simple mechanic, so we should encourage them to problem solve on their own but we can help guide, like the other commenter did. When my player walks forward (Vector2. 👤 Asked By HughMungus Hello, I need to be able to detect whether or not the mouse is over the game window or not. To get the global position of your mouse cursor inside a script of a 2D node (green or blue) you can use the get_global_mouse_position() method. I’m trying to make a Raycast2D cast to a point that the player clicks on with a mouse (the Raycast2d is tied to the player node). The tiles are made using 16 pixel wide, pixel art. system October 20, 2019, 9:44am 1. velocity = mouse_pos - bullet. Even though I I’m trying to make a system in which the player looks to the direction of whatever side the mouse is on. this is what i wrote: func _input(event): if Godot 4. This works fine if I use the GetGlobalMousePosition() function to get the start and end position for dragging the rect. velocity. Describe the feature / enhancement and how it helps to overcome the problem or limitation. Log In / Sign Up; Advertise on Reddit; Shop get_global_mouse_position returns a Vector2, representing the cursor's location in the global reference frame, so you need to get a vector that points from RigidBody2D's global_position (also a Vector2 in the same global reference frame) to the mouse's. So when I came back and found this in one of my scrips “(get_ global_ mouse_position()-position). I have a scene like this: The camera is set to follow The official subreddit for the Godot Engine. And I am surprised I don't know how to do it :) I found plenty of documentation on how to get the Node2D coordinates in Screen coordinates: my_node_2d. The reticle is moved around on the CanvasLayer with get_global_mouse_position(), but this returns screen coordinates. Then we can use that I need to get global mouse position on Godot 4. ZERO var vec_fin := Vector2. get_mouse_position(), but when I use it on lerp function, it's doesn't //Psuedocode var global_mouse_pos = CanvasLayer_Transform. 👤 Asked By Glennster This is 2D Hi, I havent used godot for a few months now. I'd like the player node to be able to call a function like get_reticle_location(), and get (in world coordinates) where the if get_global_mouse_position(). How can I move the mouse back (basically a knock-back effect) every time the player will get hurt as an indication of getting damage? Godot version f4b0c7a System information Windows 10 x64 Issue description Attach this script to any Node2D on a scene: @tool extends Node2D func _physics_process(delta: float) -> void: print(get_local_mouse_position()) Reload scene. At any instance of time, if we call V1. global_position = getviewport(). Each one has a simple “print” command to check whether the ℹ Attention Topic was automatically imported from the old Question2Answer platform. Global position is a position in a global coordinate space (duh!) and for a CanvasItem (like Node2D) global coordinate space refers to the coordinate space of the CanvasLayer the given CanvasItem belongs to. Are you trying to rotate around a point based on the mouse position? Pick an initial position by projecting the mouse, then rotate around that 3D point. When the player left clicks the sprite moves and when the player left clicks again the sprite stops at the mouse’s position. 2 stable Question It’s pretty much in the question, I’m currently using: var batX = bat. Thank you. But my nodes are connected like MainNode └── MotherRoom └── DragObject And drag object have warp function. It would be a good addition if the event InputEventScreenTouch returned a global position property similar to get_global_mouse_position, as such I would suggest a built-in method for getting the touch position in the world, rather than having to use hacky solutions like this to get it from screen space. However, in the current behavior different nodes will get different coordinates in one Godot frame. It correctly considers endpoint and follows the mouse until button is released, but starting point When using multiple viewports in godot, get_global_mouse_position() does not work properly, so you need to do a little bit of conversion yourself to fix it. Suppose we have two sub-windows of the Godot Editor open at a time, say Project Settings (viewport V1) and Editor Settings (viewport V2). I have the following functions that attempt to do this: In the player script: var mouse_pos = get_global_mouse_position() return (mouse_pos - global_position). 2 System information Windows 10, GeForce GTX 1050 Ti Issue description The lag can easily be seen when moving a sprite with the mouse in _process() extends Sprite2D func _process(delta): position = get_global_mouse_posi ℹ Attention Topic was automatically imported from the old Question2Answer platform. x)) however, this doesn't seem to work properly, and instead only moves slightly Godot Version. I tried use get_viewport(). I need to make it so only 1 at a time can be “attached” to each others corresponding areas, so I’ve used the get_overlapping_areas(). I've been trying to understand how this function works as its giving me a massive headache because I would think it would just give me the x and y of the mouse relative to the viewport but instead its for some reason is adding changes to the Y to the X and is refusing to make the Y more then 10 or -10 (commonly spitting out numbers like 0. position. You have to use vector math. x) i am using the code in Nonexistent function 'get_global_mouse_position' in base 'Node'. More posts you may like Related Godot Game Engine Software Information & communications technology Technology forward back. xform(get_global_mouse_position()); You can easily get the CanvasLayer's transform using one of the functions in your CanvasItem(Any Node2D). 3 stable Right now I’m working with 2d areas which are dragged with mouse and upon detecting each other are snapped into position. get_mouse_position() var camera := viewport. Before any changes to the actual engine, clarity in the InputEvent class's documentation about global_position being a callable property seems like a ℹ Attention Topic was automatically imported from the old Question2Answer platform. ComiCross December 11, 2024, 3:17am 1. mp4 Steps to reproduce. So to explain the Hi all, I'm making a 2d game, and the player has a reticle they move around that is tied to their mouse's position. position = get_global_mouse_position() This will work well for a fullscreen game. transform. ) When you try to get the global mouse position on the edited scene root to know where the mouse is on your scene it always return 0. warp_mouse(Vector2(x,y)). y,get_global_mouse_position(). transform = gun_barrel. I've also come across something about mapping mouse position to the tilemap position to get the tile data but I'm not exactly sure how to obtain the data afterwards. It does work in windowed mode, however, there is a disconnect when you use a keyboard/controller to move the mouse now the Godot mouse and the OS mouse are at offset positions. # The official subreddit for the Godot Engine. In Unity, there is a Camera. This works when setting stretch mode to disabled/keep-aspect, even when resizing the screen: Whe Godot Version 3. global_position # I used "get_global_mouse_position()" above rather than "mouse For example, maybe get_global_mouse_position() is pre-computed at the start of the frame and the return value doesn't update during the frame. 2d, godot-4. Now as I try to add cards to any of these piles by retrieving the pile position and then adjusting the y-coordinate (as I had previously with no Control nodes) I receive the same position for all the piles. When I have an Area2D directly attached to the scene's Node2D, I can have a script: func _process(delta): position = get_global_mouse_position() Which causes the Area2D to be "attached" to the mouse. what i need is a way to tell if the mouse is in the area below the green diagonal line, relative to my player. Learn the difference between get_global_mouse_position and event. Get Global Mouse Position Godot 4. get\_mouse\_position() return the correct position of the event, but while dragging, the next position has a 12px position from the initial tap. Everything is working except that the selected character goes “near” the mouse, it has an offset, you can see it in the picture, here it’s some Godot Version Version 4. However, the bullet are not changing direction when the player rotates. affine_inverse() * get_global_mouse_pos() should result in valid local coordinates to the mouse from the given node. I tried out the code, but it doesn’t work as I’d like it to. Steps to reproduce. Godot Forum How to get x position of mouse. size() to put a limit on how many can be snapped together. stable. get_global_mouse_position(). add_child(bullet) bullet. rotated(PI/2)) This node is attached as a child to a CharacterBody2D called Player. 👤 Asked By tjdwlgns612 Looking at the Godot documentation, I found a code to move towards mouse click: func When touching and drawing with the pen, event. How to achieve the same function in Godot? Keep in mind get_global_mouse_position() is not in screen space, it is relative to the canvas your node is in. x < global_position. target_position = to_local(Global. Following this logic, you can also get the global position of another node for instance from a child node: Right-click creates a PopupMenu at the get_global_mouse_position, like so: _item_popup. 1 (Linux Mint) right now, and have a player scene and a bullet scene. I know I can lock the position of the mouse with the MOUSE_MODE_CAPTURED and get the general input direction, but unless I'm misunderstanding, this isn't really the equivalent of the controllers 0. get_global_mouse_position() and V2. Calling it should make the camera update the canvas transform (used to obtain global mouse position) instantly. Read the official announcement! Check it out. get_global_mouse_position() The first option tells me that it is not found, the second does “work” but it does nothing. However, when I make the Area2D a child of a different Area2D, it's strangely offset from the Global mouse position would need to be updated every physics process frame. 2 Question I’m trying to use Camera2D and screen touch to move and zoom the viewport. e if you have a zoomed/displaced camera it will acount for that. position = get_global_mouse_position() However, the position is wrong, and it only gets more wrong when the editor window size changes. I would make a variable, var mouse_pos = Vector2(0,0) Then; func _physics_process(delta): mouse_pos = get_global_mouse_position() Then your code for the direction. I don't know, you'd have to check the source, but you can test that. In the second one you can see the viewport in action (rendering a 2D scene with a grid). Think about it: the screen is limited by the bounds of the viewport, but the world goes from -infinity to +infinity on all 3 (or 2 if 2d) axes. 2 Mono (C#) Question I want to get the global mouse coordinates but an error occurs, VS Code tells me that the method does not exist. MOUSE_MODE_CAPTURED, the event. click. ) Noticed that if I use rect_global_position = get_global_mouse_position() to set the position of the dragged item, the mouse is in the top-left corner of the dragged Control, even if the rect_position of the dragged scene is set at the center of the Control. 👤 Asked By fol I need to make depth meter. If you're not Godot Version v4. position += (get_global_mouse_position() - position). I struggled with this for a day before finally figuring out what I needed to do, and I wanted to share this solution in case anybody else is struggling. The error should include a file name and line number to show you exactly where the issue is. 2 Question I’ve been trying to make a simple throw mechanic for a top-down 2D game, where a held item is thrown towards the mouse cursor. 👤 Asked By someantics HI all! I’m new to Godot so still figuring some things out. Not sure which method it was, but it's likely there. The way you do this is you subtract the start point from the end point: # let body be your rigidbody var mouse_pos = The Godot editor's macOS dock icon gets duplicated every time it is manually moved; Some text such as "NO DC" appears in the top-left corner of the Project Manager and editor window ; A microphone or "refresh" icon appears in the bottom-right corner of the Project Manager and editor window; The editor or project appears overly sharp or blurry; The editor or project appears to Indeed in my usecase, I can call var godot_frame_mouse_position = get_global_mouse_position() once in _process() in the scene root node, and pass the data around. OS. instance() get_parent(). The ESP32 series employs either a Tensilica Xtensa LX6, Xtensa LX7 or a RiscV processor, and both dual-core and single-core variations are available. position and event. Should they give the same result Not sure why its not working, last try from me is to first define a Global autoload and define player variable. Here is Hello! I'm working a feature in my game and I want to move a sprite inside a viewport to the the position of the mouse cursor. position, get\_global\_mouse\_position() and get\_viewport(). This is a copy of #30215, as it seems it was incorrectly closed (or there's a regression). However, this sort of betrays the fact that this lack of clarity on these properties exists. g. play("steering_right") From the I'm trying to get the mouse position in Godot Ver 4. I was working on other parts, and didn’t test the shooting in a while. Reply From: solstice: But the points next to each other are the only ones being connected, which is what I am trying to do. 1 Question My scene tree and simple code are as follows All I want to happen is for the icon. In unity c# it would be something like this: spriteObject. Thanks! Reply reply More replies. What am I You could first convert the position of the object to global, and then back to local, using to_global and to_local functions of Node2D. mouse. dev (75697c0) System information Windows 10 Issue description I want to position a Sprite2D at the global mouse position. Attention: Topic was automatically imported from the old Question2Answer platform. So I can use get_global_mouse_position() to find both the mouse's x and y, but how can I separate the x and y into different variables? Thank you Make sure "Emulate Mouse From Touch" in the Project Settings under Input Devices -> Pointing is enabled (it is by default). But that method is defined by CanvasItem and Node does not inherit CanvasItem. speed to process mouse movement and position changes. y > global_position. However, it doesn’t take camera zoom into account. Hi! I have a problem with a node that looks like this: Area 2D (parent) ----- Sprite 2D (child) ----- CollisionShape 2D (child) This is meant for a GUI control. When I try to click the upper left corner of the screen, it returns a 0,0 vector and when I click right bottom corner, it Godot Version 4. ; Thus, using get_global_transform(). Asked By: ZeEndy: How do I get mouse x and y position as different variables ? I’ve look trough the documentation and haven’t found it. For this I capture mouse input and movement in a script attached to the main world node. Use event. ) and doing something relying on it (get_global_mouse_position()). It does this, but the sprite is offset considerably from the mouse. Top 1% Rank by size . But you need to call Camera2D. When I click left mouse button, bullet is created and it spawns at player's global position but I can't figure out how to make that bullet fly towards the mouse position. 0 inputs, right? How would you ℹ Attention Topic was automatically imported from the old Question2Answer platform. 3 Hi I’m a newbie to programming, I am trying to create a movement system with a mouse. edited_scene_root. And since each Viewport has its own default CanvasLayer the question is: by Godot version 4. Create an editor plugin and then use get_tree(). Multiplying a vector by this is supposed to transform it by from world space to view space. Am I doing ℹ Attention Topic was automatically imported from the old Question2Answer platform. The global mouse position is still positive because you have placed the My first intuition is to get get_global_mouse_position and set global_position. Note that in the above Hi, I'm struggling with a shooting system. Issue description. 👤 Asked By javrocks So i want want a KinematicBody2D node to rotate to the direction of the vector i created and i was able to accomplish this with the code: extends KinematicBody2D var vec_start := Vector2. 2 Hello, I am new to Godot and I would like a question answered, my character is static and I want his weapon to point in the direction of my mouse at all times, but I am having prob Godot Version Godot 4. 1 Question Very new to godot I am familiar with look_at(get_global_mouse_position()) but I would like to add a 90 degree angle offset. global_position are not using the same coordinate space, but I don’t have Godot around to test this. Asked By: Thakee Nathees Godot Version 4. ESP32 is a series of low cost, low power system on a chip microcontrollers with integrated Wi-Fi and dual-mode Bluetooth. If I click inside of the grid I want to change the global position of a Sprite2D to be the global mouse position in the world. So please show all of the relevant parts. 2 Question Hi, I’m making a player character that moves with the mouse cursor, using: position = get_global_mouse_position() I would like to get the mouse movement relative to the previous frame as a Vector2, since this would allow me to control the sprite animations, like this for example: if direction. See what your fellow developers are up to, get help or advice for your own projects, and be notified about updates (fixes, changes, new features, etc. get_mouse_position(), but when I use it on lerp function, it's doesn't worked. Using input event mouse motion or global position / relative only returns in pixel units, i need the 3D units. get_camera_3d() Then we can get the origin and direction of the ray for that point: Not sure what exactly and why you're trying to do. How can I achieve this? This is my current code that has the sprite following the mouse’s position: @export var speed = 200 var mouse_position = get_global_mouse_position(). get_global_mouse_position() ℹ Attention Topic was automatically imported from the old Question2Answer platform. 2beta2, and started working on a Control based drag&drop system. Open menu Open navigation Go to Reddit Home. i can move my camera by clicking the mouswheel and draging the mouse but also i can place tiles by clicking left mousebutton now the tiles will appear annywhere but not there where the camera is. It could also be a more generic function to get Control nodes at any position (where I can then give it With the controller it's easy to get a vector on the joystick, but I'm not clear how to do this with the mouse. I need to know whether the mouse is hovering over it, so I have set up the mouse_entered and mouse_exited signals for the collision shape child node. Godot version: 3. You can also use get_local_mouse_position() on any specific 2D node to get the touch position vector2 relative I'm new to Godot and I'm having a very simple problem that I can't seem to solve. ) Members Online • [deleted] ADMIN MOD How to make a node point towards the mouse? Help ⋅ Solved I want to make a node point towards the mouse cursor (In this case a weapon) but I Godot Version 4. 0 to 1. position = event. official [b09f793f5] Question. position and get coordinates like get_global_mouse_position() give to use look_at() this code with event. Breaking News: Grepper is joining You. On the other hand I think event. Are you adapting to mobile? If not, you If you want something at the mouse position, then simply set its global position to the global mouse position. OS/device including version: Win 10. window_position + get_global_mouse_position - draggingStartPosition) i know the OS. However, the global mouse position is not Godot Version 4. This is't ideal for handwriting obviously. player. 1 stable oficial. get_canvas_transform(). A global function to get the Control nodes under the mouse while respecting mouse_filter rules. I tried to add the mouse position to the bullet vector but it kee If you want to move the player’s real cursor (the one provided by the OS) you could use Input. normalized()”. Expand user menu Open settings menu. 2 Question Hello, I am trying to create a RTS like selector (drag and draw box). 3 Question I want to realize in my game moving the object like in photoshop but with limits. Issue description: When I use the get_global_mouse_position() in a normal scene, the coordinates is right, but when I use in a scene that uses a ℹ Attention Topic was automatically imported from the old Question2Answer platform. After that, the position updates just fine. The mouse position only exists in the 2D space of the viewport. I suggest a couple things. position its the same like → Godot Version 4. sprite. i. I have seen recommendations to change the default orientation Then simply draw a sprite at the mouse position: cursor. But, when I have something spawn an instance of this scene, it always thinks it's position is 0,0 even though it is not. But can't you just use get_local_mouse_position()? Also what you're printing in the video is clearly something else as you're printing a Vector2 in there (and the mouse_position from the snippet above is just a float). I can signal value to the ui on the screen but couldn’t find a way to get global y value\\ translation of a player (kinematick body ) So, I have a scene that saves it's global_position to a global dictionary so that other objects can find it and pathfind to it. In the player script, do Global. I tried The official subreddit for the Godot Engine. System information. global_transform * touch. y and it’s not working. normalized() * 30 But when the mouse is over the player, but, mininal or no movement are made at all, it starts shaking up I have a question regarding the behaviour of get_global_mouse_position. I’m trying to get navigation working, but I need to get the centers of my tiles in Global Coordinates so the vehicle can move to each one on its way to the destination tile. position value from InputEventMouseMotion is the center of the screen. I was fooling around with Godot, using a Viewport to contain a game in smaller resolution (480x270), while my interface could have better resolution, until I noticed that using this structure (a ViewportContainer Returned get_transform() I don't always get it when using get_global_mouse_position() Skip to main content. I tried googling a bunch online and reading documentation but I just Skip to main content. 1. get_global_mouse_position() #Vector2. To make mouse stuck on node when press. affine_inverse() to get the view-to-world-space transformation matrix. Godot Forum Mouse position. Use, then, the functions in nodes to obtain the mouse coordinates 1-var mouse_pos = get_global_mouse_pos() 2-get_viewport(). How would I fix this? Godot Version 4. mouse_mode = Input. Is there a way to get the mouse coordinates in world coordinates on the input of Skip to main content. here is how I did it: func _process(delta): # no need to change rotation in _physics_process but it doesn't matter anyway var mouse_position = get_global_mouse_position(); var direction = (mouse_position - self. relative instead of event. 👤 Asked By Jutoend So, I’m updating players position with the following code, so I can limit it’s velocity. mono Question For some time now I’ve been trying to figure out an issue with my mouse positioning. This means they have the rect_position property as well as the rect_global_position property, compared to nodes inheriting from the blue Node2D which have the position and global_position properties. My scene is at 0,0. Log In / Sign Up; Advertise on Reddit; Shop use get_global_mouse_position it will give you position in absolute coordinates that can be directly passed to sprite e. position i forgot to yesterday but here is the entire line im having problems with. e. position = if WeaponVars. (Pure 2D, nothing fancy. x: # gets me the purple area where they overlap. Now, everything was working fine. Log In / Sign Up; Advertise on ℹ Attention Topic was automatically imported from the old Question2Answer platform. Archive. . In my project i have a Camera2D following the player character around. MOUSE_MODE_CONFINED_HIDDEN to hide the cursor then just move a fake mouse (a node with a mouse texture) by getting mouse movement from InputEventMouseMotion. this might be . 3 trying to find only the X position of the mouse click, so that then I can have my character move_toward it. Doc may need more information if this is not considered as a bug. 1 Question I have a Node2D called StickAbility which has the below code: func _process(delta): look_at(get_global_mouse_position(). This you can use to calculate a 3D position. Log In / Sign Up; Advertise on 关于: 这个小教程旨在理清许多关于输入坐标、获取鼠标位置和屏幕分辨率等的常见错误。 硬件显示坐标: 使用硬件坐标在编写要在 PC 上运行的复杂 UI 时是有意义的,比如编辑器、网络游戏、工具等。然而,在这个范围之外,它就没有那么大的意义了。 视口显示坐标: Godot 使用视口(Viewport)显示 Since TileMap inherits from CanvasItem, I can use get_local_mouse_position(), Might make some extension methods for a global version and for the mouse, just to make things easier. In visual shaders, there's an inv_camera matrix input that does the same thing, and also a camera matrix that transforms view space (which is what the vertex vector input inside the fragment Godot Version 4. The code is simply: if event is InputEventScreenDrag: blockToBuild. And it was working fine until I added the camera2d with zoom element, I changed the code, I will attach it below. I’m assuming this might have something to do with the font/app scaling in Windows and how Godot calculates viewport mouse position. 0. 2 Question Hi guys, I recently left Unity to join Godot and love it, but I keep running up against the same problem. Don’t project the mouse position as you rotate because it will change as you rotate because the viewport changes position. So, instead I've been experimenting with the lerp() math operation to make it smooth but its very jittery and buggy movement which is obviously not ideal. Long time no see. Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams In 3. I just dont understand what it means, sorry i started godot week ago, i know nothing about programming. SEARCH ; COMMUNITY; API ; DOCS ; INSTALL GREPPER; Log In; Signup; godot get mouse position. make a tool script and print/use get_local_mouse_position() or get_global get_global_mouse_pos is a method of CanvasItem. 👤 Asked By Thakee Nathees is there any way to set the mouse position ? Godot Forum how to set the mouse position ? Archive. x No idea what's body_anim. get_global_mouse_position() . I tried to use Camera2D. ScreenToWorldPoint() method. the problem is when I try to spawn the tile it doesn’t spawn where Is the cursor at it adds a relative value to the position that I don’t know how to position and global_position are both properties of any Object derived from Node2D (all the nodes with a blue icon). KingGD I want to position my Node2D in Screen coordinates x=100, y=200 (for example), having into consideration that the Camera may have moved. 4 getting the mouse position on the edited root scene works perfectly. bug_Video. system October 20, 2019, 1:02pm 2. this is the same as var my_global_position = self. I have a QuadMesh with a ViewportTexture set up as the material albedo texture. Make an editor script that Just a little question regarding TileMap. The problem I am having is that when I place the scene myself, everything works fine. Add Answer . global. However, whenever I try to draw a line between the two points, the lines are there but they go in a very different direction than where I want. I want to compare the position of my mouse to the cell and see if it is being used (by used I ℹ Attention Topic was automatically imported from the old Question2Answer platform. I tried using self. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and share your projects and resources with each other. com. This solution is for 2d, and it assumes that you are using a camera2D. get_global_mouse_position() to get the mouse position, but you used InputEventScreenTouch to get the screen touch. You have the vector of your center part of your camera. y or get_global_mouse_position(). But then the vector at which the bullets were shot was magically off. 👤 Asked By argames I am currently creating a top down game for my first project and the character is moving equally to global mouse position. x - body_anim. 👤 Asked By ShinRamen So I already have placement down and I have three tilemaps: grass, dirt and stone. lwjfuu tnhsv exdz iarmi joian vsgivp navs bioyh hmvja cnca