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I have two scenes that work as parametrized stair and ladder generators. They both use most of the same code, with the stairs generated as arranged StaticBody3Ds, and ladders generated as arranged CSGCylinders with collision enabled.
In 4.3 stable with the Jolt addon, using an Area3D with "Areas Detect Static Bodies" enabled in settings gave mostly reliable results, as the Area3D came into proximity with the ladders and stairs they triggered the enter and exit signals with reasonable stability. The ladders give phantom exit signals when they shouldn't, but these only occur when the Area3D is moved, so they do not impact performance very much.
However, in 4.4, while the ladder bodies (composed of CSGCylinders) detect the same way, but the steps made of StaticBodies all enter and exit repeatedly every frame, adding a massive performance drop in my project whenever they are encountered by my player.
Steps to reproduce
For the purposes of demonstration, I have arranged my ladder constructor, an ordinary StaticBody, and my stairs constructor side by side.
In both projects, pressing "W" or "S" on the keyboard will move the Area3D, and the game will print entrances and exits to output.
Tested versions
Godot v4.4.beta1, regression from 4.3 stable with Jolt addon.
System information
Windows 10 (build 19044) - Single-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 32.0.15.6636) - AMD Ryzen 9 5950X 16-Core Processor (32 threads)
Issue description
I have two scenes that work as parametrized stair and ladder generators. They both use most of the same code, with the stairs generated as arranged StaticBody3Ds, and ladders generated as arranged CSGCylinders with collision enabled.
In 4.3 stable with the Jolt addon, using an Area3D with "Areas Detect Static Bodies" enabled in settings gave mostly reliable results, as the Area3D came into proximity with the ladders and stairs they triggered the enter and exit signals with reasonable stability. The ladders give phantom exit signals when they shouldn't, but these only occur when the Area3D is moved, so they do not impact performance very much.
However, in 4.4, while the ladder bodies (composed of CSGCylinders) detect the same way, but the steps made of StaticBodies all enter and exit repeatedly every frame, adding a massive performance drop in my project whenever they are encountered by my player.
Steps to reproduce
For the purposes of demonstration, I have arranged my ladder constructor, an ordinary StaticBody, and my stairs constructor side by side.
In both projects, pressing "W" or "S" on the keyboard will move the Area3D, and the game will print entrances and exits to output.
Minimal reproduction project (MRP)
Expected behavior in 4.3 can be seen with jolt-staticbody-mrp-4.3.zip, addon is included.
Problem can be seen in 4.4 with jolt-staticbody-mrp-4.4.zip.
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