I have confirmed the issue.
Since the display direction value appears to be correct, it seems like the animation is not playing properly…
I will report this to the development team.
Hello,
I was able to reproduce the issue regarding the following:
However, it does not reproduce in the test project, but for some reason, an object splitting phenomenon occurs in the project I am developing.
Since I do not know the cause, I will investigate and verify it a bit.
testproject_2026-05-29.zip (2.1 MB)
The above project is the one I sent previously, with one additional node (enemy) added, and an enemy object attached to it. (I did this within my project to improve visibility.)
If you perform the following steps in the above project, the objects inexplicably grow larger or split.
(In my project, the enemy objects also flew off in random directions.)
- Press the Z key to attack and eliminate the enemy.
- Move to the portal at the edge of the screen and switch to Scene 2.
- Switch back from Scene 2 to Scene 1.
- ★ For some reason, the enemy object grows larger.
- Without exiting the project, repeat steps ①–③ again.
- ★ The enemy splits.
If you attach the object directly to the BaseLayer, this phenomenon does not occur. I am not sure if my usage of nodes is correct, but the behavior feels like a bug, so I would appreciate it if you could check it.
If you attach AGM-specific objects to Godot’s native Node nodes, issues will definitely arise.
We apologize for the long wait.
The issue has been resolved in today’s release of version 1.3.2.
Thank you for your message.
I have verified the functionality and confirmed that everything is working properly.
Thank you for your support!
