Godot Version
Godot_v4.6.2-stable_win64
Question
This is the first time I tried using Polygon2D for its texture function and I’m confused as to why after completing a mesh with the draw tool, trying to edit(move) its vertices under the UV tab keeps the mesh’s shape on the viewport, making the texture stretched/squashed. If I wanted to match it together I’d have to first edit the mesh under the UV tab then go to properties and copy the value of the points i changed from under the Data>UV property into each respective element in the Data>Polygon list.
All that because I can’t edit the vertex’s position on the go, or even right clicking resulting in the entire mesh being deleted instead of undoing just 1 vertex.
It just seems pointless extra work needed to be done unlike if the vertices under Points updated with UV. Or am I missing something?? I watched a 7 year old GDQuest video teaching the Polygon2D for mesh and rigging, and the guy in the video made the same mistake assuming moving the vertices in Points also moved it in UV, which resulted in the texture stretching without him realizing it..
Or is there a better/more mainstream way people are creating meshes from their atlases?
Or maybe even if you could import a rigged 2D model from another program like Spine or Live2D or something?