Closed SoftDevDanial closed 2 years ago
@SoftDevDanial Please upload a minimal reproduction project to make this easier to troubleshoot.
@Calinou I have included the Minimal Reproduction Project
@SoftDevDanial the issue is virtually the same as in #57148 With my proposed approach to fixing it, this issue here can be easily resolved as well. Anyway, it all depends on whether there will be green light from this proposal: https://github.com/godotengine/godot-proposals/issues/3918
@Scony So when baking the mesh, it takes each mesh instance in the gridmap and in my case 37x37 mesh instance but when i baked the mesh on a staticbody with 1 meshinstance, no matter how big it is, it wont take a long time since it has only one meshinstance and this happens because the baking is done on a separate thread. Am i correct?
Is there a way to force it to not bake on a seperate thread for now without compiling the godot engine as i just want to see the difference
@SoftDevDanial yes, correct. And regarding not baking on a separate thread - you'd have to prepare geometry beforehand and bake in the editor. Not possible in runtime atm.
@Scony Thanks for the clarification! Should i close this issue as you have already raised this issue before?
@SoftDevDanial technically it refers to a slightly different part of the parse_geometry()
so I'd recommend to not close this issue.
Fixed by #59849.
Godot version
4.0-alpha4 , 4.0-alpha1
System information
Windows10
Issue description
Hi,
Im using a gridmap in my NavigationRegion3D with a 37x37 floor. The time taken for the NavigationRegion3D to bake takes [+/-]10 seconds during runtime(run through script). Is this a normal thing to take so long to bake? Before this i had a 13x13 floor and it took [+/-]5 seconds.
However, when i create it using a staticbody with a collision body and meshinstance, it takes <1 seconds(i think even less than 0.2 seconds). The staticbody floor has the size of the 13x13 gridmap floor.
Steps to reproduce
Minimal reproduction project
Minimal Reproduction Project.zip