Changing draw order causes game to only render a white screen

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By Durbo
:warning: Old Version Published before Godot 3 was released.

I’m trying to get the player paddles for my pong-like game to draw behind the HUD since when the paddles respawn they sometimes clip into the HUD. Unfortunately when I try to move the player paddles above the HUD in the listing or try to change the z-index values of the HUD or the players the game proceeds to draw the whole screen in white.
Here's what the initial listing looks like

This is what it looks like

Here's what I try to do

And this is what it looks like after

What does your player scenes contain? Also can you show the whole content of your scene? (including the root and other nodes)

Zylann | 2017-05-13 01:00

The root of my scene is just a Node2D. My player scenes contain 18 instances of bricks to make up the paddles for my game. The root of the player scenes are also Node2Ds. The root of the scenes for the bricks are Area2D that contain a sprite, a collision shape, and an animation player.
Game scene

Player 1

Player Brick

Durbo | 2017-05-13 01:12

Are you using Dynamic fonts?
I’ve got something weird like that in a project that uses Dynamic fonts, everything turned white while nothing was moving (noticed that when stopped all particles in the scene).

eons | 2017-05-13 12:31

Note: having 18 times a brick containing a collision shape and an animation player looks inefficient, because that will start 18 individual animations and 18 collision detections simultaneously for just one player, instead of doing the bulk together (so 36 animations for two). But maybe you really wanted that^^
Other than that… I don’t see what could go wrong. Maybe dynamic fonts like eons said, I never used them yet.
If it was never reported on Github you should post an issue with a minimal project showing the bug.

Zylann | 2017-05-13 14:16

I’m not using dynamic fonts so I’m still not sure what’s causing this.

Performance isn’t bad since the animations only play when a collision happens not on every frame.

Durbo | 2017-05-13 16:50

@zylann I’m still trying to figure out where is the problem, I’ll report if I find something (is a complex structure of viewports, particles and shaders, can’t isolate the problem yet).

eons | 2017-05-13 18:06