Comments (19)
@Ughuuu I added you as a collaborator to the repo. To reproduce you just have to start the game and when the character starts to hit the enemies or collide with them, you will see errors in debug panel.
Thank you!
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@Ughuuu I couldn't find time yet to make a simpler project. Thank you so much for testing it with an actual game! <3
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BTW, I tried to disable a separate thread, and it still crashes from time to time. Have no idea why. Also logs say nothing. Will check further. Thank you again for testing!
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Frequently. Usually after a minute or two of playing.
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My guess is it's because of the asserts most likely. There are a lot of asserts in the rapier wrapper.
After the rewrite of the code to rust, I will correctly handle these cases and not do asserts any more.
As a workaround, what you can do for now is change the .gdextension file to change in the editor to use the release version of the addon.
Eg. if you are on mac you would change from this:
macos.debug = "res://addons/godot-rapier2d/bin/libphysics_server_rapier2d.macos.template_debug.framework"
macos.release = "res://addons/godot-rapier2d/bin/libphysics_server_rapier2d.macos.template_release.framework"
to this:
macos.debug = "res://addons/godot-rapier2d/bin/libphysics_server_rapier2d.macos.template_release.framework"
macos.release = "res://addons/godot-rapier2d/bin/libphysics_server_rapier2d.macos.template_release.framework"
Or even easier, replace all template_debug in the extension with template_release.
The file name in question is godot-rapier2d.gdextension.
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Can you upload a project, it's not immediately obvious what Just use it to detect collisions
means. Or add more information at To reproduce field. Thanks
Looks like it's related to areas somehow?
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Tested your project, it seems like it would be better to disable the run on separate thread. Not 100% tested with the separate thread thingy, but at least on my machine it generates crash at times.
As for the error, seems like it's just an error generated by the fact that the object is removed when the area event happens. I think I can safely remove that error warning.
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Hm, I wonder if I can reproduce somehow. About how often would you say the crash happens, or after how long time?
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Thank you! I will try to do it.
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Related Issues (20)
- Area2d Effect not working on pinned objects.
- Rapier incorrectly returns null on state.GetContactColliderObject
- Collision excepted bodies still interact when under continuous collision detection. HOT 2
- Angular velocity on Rigibody2D is not working. HOT 1
- Regressions with physics server collide_shape() query HOT 1
- Removing shapes from a body doesn't work HOT 1
- Area2D doesn't respect collision layers HOT 1
- Android builds need implemented HOT 1
- Make all physics stuff be serializable HOT 1
- Rigidbody 2D with no damp still slows down HOT 2
- DOCUMENTATION.md seems to be missing. HOT 1
- Rewrite addon to rust/gdext HOT 2
- Use a data holder and send it through layers
- Game engine hangs in scene with StaticBody2D with a WorldBoundaryShape2D HOT 8
- Setting a CircleShape2D's radius inside a script does not update the physics engine. HOT 4
- CharacterBody2D colliding with a CollisionObject queued for deletion causes a crash HOT 1
- Area2D does not scale with parent HOT 2
- PinJoint2D - Rotation very stiff HOT 10
- intersect_shape with a circle with it's origin inside rectangle fails to detect collision HOT 3
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