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On PICO hands showing problems without a Viewport2Din3D #457

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robherre opened this issue Apr 24, 2023 · 3 comments
Closed

On PICO hands showing problems without a Viewport2Din3D #457

robherre opened this issue Apr 24, 2023 · 3 comments

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@robherre
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I don't know why, but if I don't instantiate a viewport_2d_in_3d.tscn I have one, depending of the rest of the scene, of the next problems with hands:

  • Not showing at all
  • Instead of hands it shows VERY BIG perpendicular planes that difficult watching the scene.
  • I can see then hands but doesn't move the fingers when pulling the triggers.

If I add the mentioned scene to the scene -it can be disabled- it works correctly.

@Malcolmnixon
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I've been trying to track this one down for a while. Hands are animated by a vertex shader that takes a "texture" containing the bone transforms. Last night I found out that on Android (and probably all gles systems) this skeleton-texture update rate is somehow being coupled to the updates of viewports in the viewport_2d_in_3d.tscn. If the viewport is rate-limited to 1Hz then the hand bone angles update once a second.

@Malcolmnixon
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I tracked it down finally - godotengine/godot#79772 - hopefully this makes it into an RC shortly.

@BastiaanOlij
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Closing this as the fix has been merged. It will be in the 4.2 release of Godot and may end up being cherry picked for 4.1.2

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3 participants