Hello everyone! Is there any way to apply a transformation component (position, scale, rotation etc.) of one node, and rendering component (visibility, draw order in the scene tree) of another?
Like, if I need an overlay for some game object, I want it to be positioned relative to that object, but rendered somewhere outside that object's subtree.
I am coming from pixi.js, in its terms i want something like pixi-layers, or overriding updateTransform method.
How is this usually solved? Only adding overlay node as a child to "render" node and translating positions from the "transform" node comes to mind right now, but I’m not sure how to handle scale or rotation translation between different trees.
Separate rendering and transform for 2D in godot 4.4