Closed pravusjif closed 3 years ago
Upon further debugging, the problem is in GENESIS PLAZA, apparently when the clouds start moving, something f*cks everything up:
VID 1: https://drive.google.com/file/d/18AdCqrKHAL7Qc9f3GXz7MPSF1hsP5J-5/view?usp=sharing
VID 2: https://drive.google.com/file/d/134CeNxVF80kO8V4txH6RzQmXcJXpJWrF/view?usp=sharing
Upon further experimentation, If I intercept the transform update mesage for entities being positioned super far away (pos magnitude 10k, 40k or more) I can detect the culprit entities.
Also, if in those cases we escape and avoid applying position + rotation + scale to the entity gameobject, sometimes the whole physics breakdown doesn't happen.
I'll keep investigating.
I concluded that what's happening is:
I implemented a PR with a fix to avoid the physics breakdown when messages with these kind of values appear.
We decided to cap the vectors on Kernel's end, PR: https://github.com/decentraland/explorer/pull/2394
If I spawn at -11, -11 and move a bit to wait for the surrounding scenes to finish loading, something breaks the character collisions and I can for through any collider... somehow this breaks other stuff as the NFTShapes in the Genesis Plaza gallery are not there when this bug is triggered.
Doing commit hunting I couldn't find when this was introduced (tried going way back and I can still reproduce it) so I'm guessing one of the scenes at that location is breaking the explorer...
https://images.zenhubusercontent.com/337227404/50991e27-57e0-44ec-a104-1a4a3ef4a093/2.mov
https://images.zenhubusercontent.com/337227404/6d203b3c-20d4-4102-98e7-ad347f6066d6/3.mov