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Issue description:
When using the auto-created mesh instance thingy (the "mesh" button you get in the 3d tool bar) and selecting single convex it creates a 1-2 min freeze, then the environment proceeds to be SUPER laggy, especially when the mesh instance is slected
Steps to reproduce:
Make an new scene with a rigid body as the scene root
The physics polygon created from a capsule mesh has 1950 points (from all the vertices), and the editor gets stuck for a while when creating the debug collision mesh.
Callstack:
QuickHull::build(const Vector<Vector3> & p_points, Geometry::MeshData & r_mesh) Line 251 C++
ConvexPolygonShape::get_debug_mesh_lines() Line 43 C++
Shape::get_debug_mesh() Line 67 C++
CollisionShape::_update_debug_shape() Line 243 C++
CollisionShape::_notification(int p_what) Line 96 C++
CollisionShape::_notificationv(int p_notification, bool p_reversed) Line 39 C++
Object::notification(int p_notification, bool p_reversed) Line 931 C++
Node::_propagate_enter_tree() Line 224 C++
Godot version:
v3.2.3
OS/device including version:
Renderer: GLES3 Renderer,
OS: Ubuntu 20.04.1 LTS
Graphics: NVIDIA Corporation TU106 [GeForce RTX 2060 Rev. A]
Processor: AMD® Ryzen 7 2700x eight-core processor × 16
Using steam version of godot
Issue description:
When using the auto-created mesh instance thingy (the "mesh" button you get in the 3d tool bar) and selecting single convex it creates a 1-2 min freeze, then the environment proceeds to be SUPER laggy, especially when the mesh instance is slected
Steps to reproduce:
Minimal reproduction project:
minimal.zip
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