Closed ah-ne closed 8 months ago
This is probably because gloot is using its own drag&drop system instead of Godot's, because Godot's is not very customizable. It's not the first time that rendering the drag preview causes problems :(
P.S. Thanks!
Should be fixed in v2.4.2
I use a CanvasLayer to hold and display the inventory (CtrlInventoryGridEx/InvetoryGridStacked). The drag sprite ist always behind the CanvasLayer the option drag_sprite_z_index has no impact.
Offtopic: Really coll project. For me so far the best invetory system for godot.