You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Issue description:
Rapidly calling TileSet.tile_set_region seems like a convenient way to handle animated tiles, but doing so causes Area2D collisions with TileMaps using that TileSet to become strange and inconsistent. This isn't an issue specific to setting the tile's region or collision: even more innocuous changes such as cycling the color with tile_set_modulate will cause it. After stopping the repeated calls, the problem immediately goes away.
Are TileSets not intended to be changed so quickly? I couldn't find any mention of this. I hope not, because it's a simple and convenient way to implement a bunch of different tile effects. AnimatedTextures are very rigid in contrast (and caused irreproducible bugs for someone I'm working with).
Steps to reproduce:
Repeatedly change a TileMap's TileSet while an Area2D is colliding with it.
This is a bad way to do it performance-wise. Look into using a shader instead.
Done. Thanks for the fast response.
I'm curious as to why that is, though. Does changing a TileSet force some kind of cache to be rebuilt? I didn't realize moving the region would be more expensive than sending a UV offset (or indexed table of them) to the tiles' shader materials.
Godot version:
3.2.3
OS/device including version:
Windows 7
Issue description:
Rapidly calling TileSet.tile_set_region seems like a convenient way to handle animated tiles, but doing so causes Area2D collisions with TileMaps using that TileSet to become strange and inconsistent. This isn't an issue specific to setting the tile's region or collision: even more innocuous changes such as cycling the color with tile_set_modulate will cause it. After stopping the repeated calls, the problem immediately goes away.
Are TileSets not intended to be changed so quickly? I couldn't find any mention of this. I hope not, because it's a simple and convenient way to implement a bunch of different tile effects. AnimatedTextures are very rigid in contrast (and caused irreproducible bugs for someone I'm working with).
Steps to reproduce:
Repeatedly change a TileMap's TileSet while an Area2D is colliding with it.
Minimal reproduction project:
ExitedEntered.zip
The text was updated successfully, but these errors were encountered: