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The load_scene_interactive() method of the SceneManager is hardcorded to use use_sub_threads = true when calling ResourceLoader.load_threaded_request(). In the newest versions of Godot there seems to be a bug that can cause a threadlock in the resource loader that will result in infinite loading of the scene without any error.
This is likely cause by use of the preload() function shortly prior to or at the same time as ResourceLoader.load_threaded_request() with use_sub_threads = true.
It would be cool to add a warning somewhere in the scene manager documentation about it until its fixed and maybe give the option to set use_sub_threads = false when calling load_scene_interactive().
Thank you very much, this plugin is awesome!
The text was updated successfully, but these errors were encountered:
Forgot to inform you guys about it.
This is fixed now.
Sorry for taking so long. use_sub_threads is not hard coded anymore and can be set to true if desired but by default it's value is false.
The
load_scene_interactive()
method of the SceneManager is hardcorded to useuse_sub_threads = true
when callingResourceLoader.load_threaded_request()
. In the newest versions of Godot there seems to be a bug that can cause a threadlock in the resource loader that will result in infinite loading of the scene without any error.This is likely cause by use of the preload() function shortly prior to or at the same time as
ResourceLoader.load_threaded_request()
withuse_sub_threads = true
.See the following two GitHub issues:
godotengine/godot#85255
godotengine/godot#84012
It would be cool to add a warning somewhere in the scene manager documentation about it until its fixed and maybe give the option to set
use_sub_threads = false
when callingload_scene_interactive()
.Thank you very much, this plugin is awesome!
The text was updated successfully, but these errors were encountered: