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Fix initial skin update timing in Skeleton3D

This commit is contained in:
Silc Lizard (Tokage) Renew
2024-10-09 16:38:32 +09:00
parent db66bd35af
commit d29e7b6953
2 changed files with 4 additions and 2 deletions

View File

@@ -332,8 +332,8 @@ void MeshInstance3D::create_multiple_convex_collisions(const Ref<MeshConvexDecom
void MeshInstance3D::_notification(int p_what) { void MeshInstance3D::_notification(int p_what) {
switch (p_what) { switch (p_what) {
case NOTIFICATION_READY: { case NOTIFICATION_ENTER_TREE: {
callable_mp(this, &MeshInstance3D::_resolve_skeleton_path).call_deferred(); _resolve_skeleton_path();
} break; } break;
case NOTIFICATION_TRANSLATION_CHANGED: { case NOTIFICATION_TRANSLATION_CHANGED: {
if (mesh.is_valid()) { if (mesh.is_valid()) {

View File

@@ -324,6 +324,8 @@ void Skeleton3D::_notification(int p_what) {
#ifndef DISABLE_DEPRECATED #ifndef DISABLE_DEPRECATED
setup_simulator(); setup_simulator();
#endif // _DISABLE_DEPRECATED #endif // _DISABLE_DEPRECATED
update_flags = UPDATE_FLAG_POSE;
_notification(NOTIFICATION_UPDATE_SKELETON);
} break; } break;
case NOTIFICATION_UPDATE_SKELETON: { case NOTIFICATION_UPDATE_SKELETON: {
// Update bone transforms to apply unprocessed poses. // Update bone transforms to apply unprocessed poses.