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Vulkan mobile: Nesting a new inherited scene from an imported gltf and saving the nested scene makes the gltf mesh fail to render #56857

Open NicoleKai opened 2 years ago

NicoleKai commented 2 years ago

Godot version

v4.0.dev.20220105.official [8f6cba3a4]

System information

Pop_OS 21.10, Kernel 5.15, Vulkan API 1.2.162 - Using Vulkan Device #2: AMD - AMD RADV NAVY_FLOUNDER, Navi 22 [Radeon RX 6700/6700 XT / 6800M]

Issue description

I was using the mobile Vulkan on Godot 4.0 and trying to build a simple scene for some prototyping. the issue causes nested scenes using a gltf to stop rendering the gltf if you save the nested scene.

Steps to reproduce

make a 3d node scene make a OmniLight3D make a static body and nest: box mesh instance 3d box collision shape 3d

Make a Character Body 3d and nest: camera3D Cylindrical Collision shape 3D Mesh Instance 3D with a further nested: imported gltf character model with its own scene

Save the gltf character's scene

the gltf fails to render

Minimal reproduction project

https://drive.google.com/file/d/10drKLE-3JfQPTNt-DG1Pm5O78Dvcqo-g/view?usp=sharing

Calinou commented 2 years ago

Related to https://github.com/godotengine/godot/issues/56216.

Can you reproduce this when using the Vulkan Clustered backend in the project settings?

NicoleKai commented 2 years ago

Yes, here is a video of me reproducing the issue with the rendering with vulkan clustered backend. https://www.youtube.com/watch?v=gW2t8o7pAiM

here is a sample of the project I was working on in the video. https://drive.google.com/file/d/1y6MaBshAwEQJBWTj7ycQ5xlumi_275-1/view?usp=sharing

Let me know if you need anything else!