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Avoid passing handled input event to collision object 3d.
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@ -884,6 +884,10 @@ void Viewport::_process_picking() {
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}
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#ifndef _3D_DISABLED
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if (physics_object_picking_first_only && is_input_handled()) {
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continue;
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}
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CollisionObject3D *capture_object = nullptr;
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if (physics_object_capture.is_valid()) {
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capture_object = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_capture));
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