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Asked By
anothervenue
When I’m making scenes, I tend to position the scene origin to the center of a character, but when I run a scene on its own, it means I can’t see most of it.
Is there a workflow I’m missing, or should I be using something like a Position2D for marking the centers of scenes?
You need to add Camera2D and check Current in its properties.
Either I am misunderstanding, or you are?
You are saying that every single scene I make, I need to attach a Camera2D to it and mark it as current? Only one camera can be current from my understanding.
I have a Camera2D in my World that works correctly. I am talking about when building a Scene by itself.
Here’s my scene in editor. The Origin is top left, but I center that on the sprite for easy centering, but running the scene (not the game), cuts off 3/4 of it.
anothervenue | 2021-01-09 19:55
I’d like to confirm that if I add a Camera2D to my player, it totally borks the level, because my game is based on a camera being in level, not on the player (sidescrolling shooter)
anothervenue | 2021-01-09 20:00
Then you can fix it by next code in singleton:
func _ready():
if get_tree().root.find_node("name of your camera2D in scene") == null:
var camera := Camera2D.new()
get_tree().root.call_deferred("add_child", camera)
camera.current = true