-
Notifications
You must be signed in to change notification settings - Fork 86
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
crash on GridMap::set_mesh_library(); #984
Comments
Would you mind downloading the debug symbols ( That way you should get an actual callstack for the extension part of it. If you're able to provide some kind of minimal reproduction project, so that I can reproduce it on my end, I would appreciate that as well. |
I've donwloaded pdbs:
|
@jrouwe It's not clear to me how one reliably avoids this I'm assuming I can call |
I'm suspecting that the reason this is crashing is that we're quite close to the max number of bodies. I think it would be good to see first why it is triggering this. Calling OptimizeBroadPhase for every 128th body added could slow down things quite considerably. |
A little clarification: I think I'll try to make a reproduction project. |
@RonYanDaik Were you able to create some sort of reproduction project for this issue, or experiment with raising the max number of bodies, as suggested above? |
in editor if calling set_mesh_library on a grid that has already items it crashes.
this where debugger leads:
godot version: 4.3
godot-joilt: 0.13.0
callstack:
The text was updated successfully, but these errors were encountered: