this post was submitted on 10 Oct 2024
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Godot: The open source game engine

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The original was posted on /r/godot by /u/yossariano on 2024-10-09 16:46:01+00:00.


Hi folks,

We are running into an issue on HTML5 exports for version 4.3 and above (confirmed to not happen on 4.2) where any more than exactly 1000 Node3Ds will cause all Node3Ds to stop rendering. Confirmed that it happens with MeshInstance3Ds as well as Sprite3Ds.

This caused us some grief during GMTK2024, in which our game about an ever-growing tower would eventually blank out for any players when they got far enough. I know now we shouldn't use the latest-and-greatest version for a jam, but our game is essentially stuck with this bug since downgrading is effectively impossible.

Has anyone else run into this? There's now a github issue but I'm hoping to bring some visibility into it by posting here / open the floor for discussion as to what could be going on. Some notes about the issue-

  1. There are no errors when it happens. The game continues to run, and if you queue_free() enough Node3Ds to bring the total back under 1001, they all appear again.
  2. It was introduced between 4.2 and 4.3. That's still 5k+ commits to comb through, hence me trying to get leads on where to start from the community. It continues to happen as of the latest dev build (4.4.dev3)

The issue illustrated with a minimal project.

Maybe there was a hard cap of 1000 Nodes in web exports that was introduced in 4.3- if so I'm not seeing anything about it in any changelog.

Here is a minimal project that illustrates the issue in action (on version 4.4.dev3).

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