I believe the way GDevelop works is that if you a point of an object_type is inside the same object_type, it just uses the one object_type instance. And because the point outside object will never be inside it, the condition fails. It’s not a bug, it’s the way GDevelop works with instances of an object.
There are a number of work arounds.
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If you only want to check the point of one instance, then you can set and x & y scene variables to the position of the point in an event, and in a subevent off that with conditions to select all instances of the object and check whether the point (using the x & y variables) is inside the object.
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If there are more than 1 object to check, create a temporary check object at the point for each object, and in a subevent after that select all instances of the object and check for collision between the object and the check object.
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To each object add and link a hitbox object (same size, as the object, but hidden). Then check for the point inside the hitbox, and work on the object kinked to the hitbox.