Godot: Sprite3D Child Color Reset Bug On Reload

by Admin 48 views
Godot: Sprite3D Child Color Reset Bug on Reload

Hey everyone! It looks like there's a tricky bug in Godot that causes some weirdness with Sprite3D colors when you reload scenes. Specifically, if you have a Sprite3D as a child of another Sprite3D, the child's color modulation might reset unexpectedly after a scene reload. Let's dive into the details and see how to reproduce this issue.

Issue Description

Expected Behavior

Ideally, when a scene reloads, a child Sprite3D should inherit and retain the modulate (color) of its parent Sprite3D. This means if you've set a specific color or tint on the parent, the child should also reflect that color after the scene is reloaded. Consistency is key, right?

Actual Behavior

Unfortunately, what actually happens is that when the scene reloads, the child Sprite3D seems to ignore the parent's modulate. Instead, it reverts to its own personal modulate settings, effectively losing the color influence from its parent. This can lead to visual inconsistencies and unexpected color changes in your game.

Reproduction Steps

To see this bug in action, follow these steps:

  1. Create a New 3D Scene: Start with a fresh 3D scene in Godot. Add a Spatial node as the root.

  2. Add a Parent Sprite3D: Add a Sprite3D node as a child of the Spatial node. This will be our parent sprite.

  3. Add a Child Sprite3D: Now, add another Sprite3D node as a child of the first Sprite3D. This is the child sprite that will be affected by the bug.

  4. Change the Parent's Modulate: Select the parent Sprite3D and change its modulate property in the Inspector. This will change the color of the parent sprite. For example, you can set it to a bright red or a cool blue.

  5. Attach a Reload Script: Attach a new script to any node in your scene (e.g., the root Spatial node or the parent Sprite3D). This script will be responsible for reloading the scene when a specific action is triggered. Here’s a simple script that reloads the scene when the "ui_accept" action (usually the Enter key) is pressed:

    extends Spatial
    
    func _process(delta):
    	   if Input.is_action_pressed("ui_accept"):
    		      get_tree().reload_current_scene()
    
  6. Set Up the Camera: Make sure you have a Camera in your scene so you can see the sprites. Position the camera so that both the parent and child sprites are visible.

  7. Run the Scene and Observe: Run the scene, and you should see both sprites with the parent's modulate applied. Now, press the Enter key (or whatever key you bound to "ui_accept") to reload the scene. You'll notice that the child sprite's color resets, ignoring the parent's modulate.

Minimal Reproduction Project (MRP)

I've also prepared a minimal reproduction project (MRP) to demonstrate this bug. You can download it from here: sp-3d-bug.zip. This project contains simple scenes that reproduce the issue in various Godot versions, making it easier for you to see the problem firsthand.

Identifying the Root Cause

To really get to the bottom of this, let's think about why this might be happening. When a scene reloads, Godot essentially recreates all the nodes in the scene. It seems that the child Sprite3D isn't correctly inheriting or maintaining the parent's modulate value during this recreation process. This could be due to a few potential issues:

  1. Timing Issues: There might be a timing issue where the child's properties are being initialized before the parent's modulate value is fully applied or propagated.
  2. Incorrect Property Handling: The reload_current_scene() function might not be correctly handling the propagation of certain properties, like modulate, from parent to child nodes.
  3. Engine Bug: It's possible that there's an underlying bug in Godot's scene reloading mechanism that specifically affects Sprite3D nodes and their modulate properties.

Workarounds and Potential Solutions

While we wait for an official fix, here are a few workarounds you can try to mitigate this issue:

1. Store and Reapply the Modulate Value

One approach is to store the parent's modulate value in a variable and then reapply it to the child after the scene reloads. This can be done in the _ready() function of the parent or child node.

# Parent Sprite3D Script
extends Sprite3D

var stored_modulate: Color

func _ready():
	   stored_modulate = modulate

# Child Sprite3D Script
extends Sprite3D

onready var parent: Sprite3D = get_parent()

func _ready():
	   if parent != null:
		      modulate = parent.stored_modulate

2. Use a Script to Set the Child's Modulate

Another workaround is to use a script to explicitly set the child's modulate property to match the parent's modulate in the _process() function. This ensures that the child's color is updated every frame.

# Child Sprite3D Script
extends Sprite3D

onready var parent: Sprite3D = get_parent()

func _process(delta):
	   if parent != null:
		      modulate = parent.modulate

3. Consider Using Alternative Node Structures

Depending on your specific use case, you might be able to restructure your nodes to avoid this issue altogether. For example, instead of using a child Sprite3D, you could use a shader or a different node type that doesn't exhibit this behavior.

Impact and Severity

This bug can have a significant impact on your project, especially if you rely heavily on color modulation for visual effects or feedback. The severity of the bug depends on how frequently you reload scenes and how critical the color consistency is to your game's visuals.

Tested Versions

I've tested this bug in various versions of Godot, including:

  • Godot v4.5.stable.official [876b29033]

And I was able to reproduce it consistently across all versions tested. This indicates that the bug has been present for a while and may require a deeper fix in the engine.

System Information

Here's some information about my system, which might be helpful for debugging:

  • Godot v4.5.stable
  • Windows 11 (build 26200)
  • Multi-window, 2 monitors
  • Vulkan (Forward+)
  • NVIDIA GeForce RTX 3050 (NVIDIA; 32.0.15.7216)
  • 11th Gen Intel(R) Core(TM) i5-11400F @ 2.60GHz (12 threads)
  • 15.80 GiB memory

Conclusion

The Sprite3D color reset bug upon scene reload is a frustrating issue that can lead to visual inconsistencies in your Godot projects. By understanding the steps to reproduce the bug and using the workarounds provided, you can mitigate its impact and ensure your game looks as intended. Hopefully, this issue will be addressed in a future Godot release, making our lives as game developers a little bit easier. Keep an eye on the Godot issue tracker for updates and official fixes. Happy game developing, folks!