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