Godot version: 3.1dev 34e3675
Issue description:
CollisionObject2Ds inside a CanvasLayer do not take the layer offset or rotation into account for their (state?) position.
It would be desirable if they respect the layer positioning, at least Area2D nodes (may be too complex for PhysicsBody).
Steps to reproduce:
Create any CollisionObject and add it to a layer, put an offset on the layer and watch the interaction with objects outside the layers or input like mouse.
Minimal reproduction project:
CanvasLayerAndCollisionObjects.zip
Reopening as #21245 was partially reverted, undoing the fix for this issue.
It seems like this issue is back, this time with 3.2's follow viewport and scale feature.
I am experiencing this issue in 3.2 beta 6 Win64. When there is a CollisionObject2D in a CanvasLayer with follow viewport enabled, collisions do not occur where the object is, but stay stationary.
Please open a new issue following the issue template. This was fixed over one year ago.
Most helpful comment
It seems like this issue is back, this time with 3.2's follow viewport and scale feature.
I am experiencing this issue in 3.2 beta 6 Win64. When there is a CollisionObject2D in a CanvasLayer with follow viewport enabled, collisions do not occur where the object is, but stay stationary.