Closed wbulot closed 3 years ago
@wbulot Does the performance improve if you lower the GridMap's Octant Size to 1? See #28801.
I tested the attached project, but I get performance ratings in the similar order of magnitude for both the MeshInstance and the GridMap (both around 0.0004-0.0010).
Can anyone still reproduce this bug in Godot 3.2.3 or any later release? I also don't see any difference.
I confirm that I am not able to reproduce the bug in version 3.2
Godot version: 3.1 beta 5
OS/device including version: Windows 10
Issue description: move_and_slide performance is extremely bad when kinematicBody is on a gridmap. The more cells the gridmap have, the more the performance decrease.
I made my test with a simple kinematicBody (cube) and and script with move_and_slide. When moving on a very basic meshInstance, the move_and_slide take around 0.00002 to process. When moving on a gridmap with just one cell, the move_and_slide take around 0.00010 to process. When moving on a more complex gridmap (24x7), the move_and_slide take between 0.00050 and 0.00120 to process.
It seems that the larger the gridmap is, the worse the performance of move_and_slide gets.
This is a big problem because by using just a few dozen kinematicBodies on a gridmap, the game freezes completely because of this performance problem.
Steps to reproduce: Create a kinematicBody Attach a simple script to move it with move_and_slide Compare the performance between a simple meshInstance and a gridmap
Minimal reproduction project: debugProject.zip