Add a "Mask2D" node (and/or a "mask_parent" property for Sprite2D)
### Describe the project you are working on This applies to all 2D projects I have worked on in the last 3,5 years, so ever since I started working with Godot. ### Describe the problem or limitation you are having in your project Ever since I started using Godot, 2D masking is one of these fundamental basic areas which has given me the most trouble. This is something most people who hear the praise for Godots great 2D support would think already exists as an extremely simple and straight forward solution. But very unfortunately, the opposite is the case: The existing solutions are extremely cumbersome and counter-intuitive to use, require a high skill level and often very performance hungry as well. They are in fact so complicated and hard to explain to a beginner it I actively try to avoid doing so. Even explaining this process is no fun. Basically you have two options: use Light2D with Mask mode or write a Shader. Neither of them offer the same intuitive simple use as a Sprite with texture. Light2D has it' own crazy collision-layer type system over which Light2D affects which other canvas item. This might make sense for a 2D light, but for a Sprite Mask this is extremely counter productive. Light2D nodes are also really performance hungry, especially on lower end mobile hardware. Shaders on the other hand are more performance friendly, but are a huge step up in the difficulty curve, especially for those who are not already familiar with a C-like language. Trying to
Posted by golddotasksquestions on Mar 25, 2022, 3:49 PM
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Raise real-world problems, find people facing the same issue, and discuss solutions.2,500 issues0 comments
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To be fair, Inform7 can't succeed, generally, because there is no market for the kind of games that you create with Inform7.
New> The notion that somehow LR reliability is misunderstood by Consumer Reports, JD Power, Car & Driver, Automobile etc.
Custom trigger IDs are not displayed in the new 2026.10 trigger selector
I hate that too, but I think it’s more the ux than the concept of a default.
> The biggest problem with UX developers is they know better than you AND force you into their paradigm.
"Focus follows mouse" is what I use to keep the file manager from popping up when click-dragging files.
The biggest problem with this is if the target URL doesn't load but also doesn't quickly error out, like e.g.
Google wants to build up a private web here.
Add a "Mask2D" node (and/or a "mask_parent" property for Sprite2D)
### Describe the project you are working on This applies to all 2D projects I have worked on in the last 3,5 years, so ever since I started working with Godot. ### Describe the problem or limitation you are having in your project Ever since I started using Godot, 2D masking is one of these fundamental basic areas which has given me the most trouble. This is something most people who hear the praise for Godots great 2D support would think already exists as an extremely simple and straight forward solution. But very unfortunately, the opposite is the case: The existing solutions are extremely cumbersome and counter-intuitive to use, require a high skill level and often very performance hungry as well. They are in fact so complicated and hard to explain to a beginner it I actively try to avoid doing so. Even explaining this process is no fun. Basically you have two options: use Light2D with Mask mode or write a Shader. Neither of them offer the same intuitive simple use as a Sprite with texture. Light2D has it' own crazy collision-layer type system over which Light2D affects which other canvas item. This might make sense for a 2D light, but for a Sprite Mask this is extremely counter productive. Light2D nodes are also really performance hungry, especially on lower end mobile hardware. Shaders on the other hand are more performance friendly, but are a huge step up in the difficulty curve, especially for those who are not already familiar with a C-like language. Trying to
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