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Dynamic Gridmap unloading causes physics engine errors and FPS issues #33648
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Its also happening in my project. Running on Windows (Godot v3.21.stable) |
@pedronasser Does this occur if you change the physics engine to GodotPhysics instead of Bullet physics in the Project Settings? See #34963 and #28801. |
@Calinou even changing it, it continues happening. |
It happens to me also in my procedural world project. @pedronasser have you found any work around to it? |
@exe4que I worked around it by creating multiple gridmaps, separating the world into chunks. Deleting a chunk works as expected. |
Have same bug, godot 3.2.3 |
for an endless runner create and delete a lot of tiles with gridmap, adding a -1 value on a loop with non physic tile (no collisionShape instead) create lot of error debug and finally crash. |
Godot version: 3.1.1
OS/device including version: Ubuntu 19.10, AMD RX580, Mesa 19.2.1
Issue description:
Dynamically unloading GridMap tiles via
set_cell_item(x,y,z,-1)
(e.g. in a project that manages a large world) causes errors in the internal physics engine that are then shown in the editor error log. At the same time, unloading seems to not have the expected effect, as the FPS slows down noticeable the more world has been "covered" - even when the tiles actually have been removed.Following errors are spammed in my error log (over 1000 errors in a short time; depending on how much unloading is done):
Although the errors seem to be related to the physics server, they still come up if only mesh instances without physics or navigation are used as tiles.
Steps to reproduce:
Please see example project
Minimal reproduction project:
reproduce.zip
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