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This means that at the default value of 60 ticks per second, drag-and-drop isn't as smooth as it could be.
drag_and_drop_60tps.mp4
It gets worse if you use a lower value in the project settings though, such as 10:
drag_and_drop_10tps.mp4
Enabling physics interpolation then restarting the editor does not avoid this issue.
While drag-and-drop depends on a physics operation (raycasting to determine where to place the dragged object), it can safely be done every rendered frame as raycasting isn't an operation that needs to be synchronized to the physics tick rate.
Steps to reproduce
Decrease Physics Ticks Per Second to 10 in the Project Settings and restart the editor.
As an aside, we could apply changes to that setting to the editor instance without restarting the editor.
Drag-and-drop a 3D mesh or scene from the FileSystem dock onto the 3D editor viewport.
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered:
Since this functionality relies on the physics server, having it query on regular process ticks will cause the editor to crash when physics is set to run on a separate thread. The only idea I have at the moment is to decouple editor specific physics functionality (this one and snapping to floor) somehow.
Yeah, true. Although, I think the relevant code is already pretty hacky, and doing that would kind of make it more confusing, but it would certainty solve this problem quickly with minimal risk.
Tested versions
System information
Godot v4.3.beta (92c8e87) - Fedora Linux 40 (KDE Plasma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 550.90.07) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)
Issue description
This means that at the default value of 60 ticks per second, drag-and-drop isn't as smooth as it could be.
drag_and_drop_60tps.mp4
It gets worse if you use a lower value in the project settings though, such as 10:
drag_and_drop_10tps.mp4
Enabling physics interpolation then restarting the editor does not avoid this issue.
While drag-and-drop depends on a physics operation (raycasting to determine where to place the dragged object), it can safely be done every rendered frame as raycasting isn't an operation that needs to be synchronized to the physics tick rate.
Steps to reproduce
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: