-
-
Notifications
You must be signed in to change notification settings - Fork 21.6k
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
Building GridMap in a Thread doesn't work well #42917
Comments
Is there any progress planned on this bug? |
Can you reproduce this issue? If so, which Godot version are you using? That said, nobody knows the cause of this issue, so there is no ETA for fixing this. |
Right now I have v3.5.rc2.mono.official [5f9bc7e] installed. |
I ran wait_to_finish right after the thread started, thinking it was possible, but it just freezes the main thread, so the bug didn't happen that way Also an empty archive was sent for some reason, so I'll send it again |
See #63106 for a possible explanation as to why this bug happens. |
GridMap creation and access is not thread safe due to [0] and [1]. However blocks can still be generated on a separate thread and placed on the main thread. [0] godotengine/godot#42917 [1] godotengine/godot#68597
Godot version:
3.2.3
OS/device including version:
Windows 10 64 bits
NVIDIA GeForce GTX1060
GLES3
Issue description:
What happened
When i build a GridMap in a Thread and send it back to the main thread, sometimes, somes cells are missing.
It's happen randomly ( or seem like it ).
What expected
A fully fill gridmap ready to use
Steps to reproduce:
Minimal reproduction project:
gridmap_thread.zip
With that demo project, just press the "Start" button to create a gridmap base on a size expose in the "main" node.
The text was updated successfully, but these errors were encountered: