Objects are not generated from connection points upon creation

Hello,

I believe this issue has been occurring since version 1.2.14, after the recent update.
(Since it is not functioning correctly, including backups)

I have attached a test project for your review.
testproject_2026-06-10.zip (1.8 MB)

■ Reproduction Steps

  1. After launching, press the Z key
  2. The object should be generated at the connection point (Connecter2) slightly above the player, but instead, it is being generated from the center of the BaseLayer (?) rather than the connection point

When the object to be generated is a regular game object, it is generated correctly. However, since we need to make the object’s behavior special, we are using RigidBody2D.
Previously, the object was being generated correctly from the connection point, so we would appreciate it if you could look into this.

Confirmed and reported, thanks you!

1 Like

I hope this message finds you well.

Is it still difficult to handle this?

This is a somewhat complex topic.

First, as the name implies, the “Create Object” feature is designed specifically for generating game objects. Therefore, it was not originally intended to generate anything other than game objects.

More accurately, it is a situation where something that should not be possible has become possible only because a game object is present as a child node. However, since the game object itself is a child node, it does not function correctly relative to its generation position.

That said, having this functionality would be convenient, and we hope to address it at some point, but no definitive policy has been established yet.

For now, we would prefer that you use a workaround…

Could you please try the following method?

1 Like

Thank you for your message.

I tried it, and the method you suggested worked as an alternative.

My goal was to make enemies drop items when defeated, with randomized rotation and bouncing behavior (angle and distance). By making a few setting changes and adding the contents of a previously created RigidBody2D, I was able to achieve the same behavior as before.

Previously, I didn’t know how to do it and had to create it through trial and error, so the method you taught me is actually easier to manage.

Thank you very much!