Manipulating a vertex in the Points tab does not update the UV as well, vice versa, creating stretched/cut texture

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?

Arrange the vertices and then under Data in the inspector copy the whole packed vector array fromPolygon to UV. Then scale and move the whole shape in the Polygon editor to bring the texture where you want it.

You can also copy between UV and Polygon in the Polygon editor by pressing the Edit button.

Ah I wasn’t aware that you can copy an entire array and paste to replace the items in another in the inspector, that speeds things up for meshes with a lot of vertices on my end. But i sure wish there was an option to update Points with UV at the same time for what i consider to be streamlined workflow.

Point positions and UVs are two separate datasets. Your use case probably only needs a planar UV projection but there are many use case when UVs need to keep their values in texture space. That’s why behavior doesn’t default to maintaining the planar projections.

To skip adjusting the size over and over, you might want to scale your texture up and translate its origin, so it better matches the shape/area of your polygon.