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best way to debug this kind of bugs is to activate physic debugging, add this to your code. onLoad() { PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb | EPhysics2DDrawFlags.Pair | EPhysics2DDrawFlags.CenterOfMass | EPhysics2DDrawFlags.Joint | EPhysics2DDrawFlags.Shape; }
We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ).
We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ).
Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with 3.4.1 if something that worked fine in 3.4
Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with 3.4.1 if something that worked fine in 3.4
branch is worked on in parallel and receives minor updates to fix bugs, improve usability and occasionally add some compatible features. Among a wide array of bug fixes to the GLES2 and GLES3 renderer, they also designed and implemented a 2D batching system for GLES2 , which greatly optimizes the 2D rendering performance in many situations.
Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with 3.4.1 if something that worked fine in 3.4
Use techniques like object pooling, efficient collision detection, and level-of-detail systems to optimize your game’s performance on different platforms. Unload unnecessary assets, use asset bundles for dynamic loading, and implement techniques like texture atlases and sprite packing to optimize memory consumption.
Lots and lots of driver bugs in mobile and desktop. Even modern flagship devices still ship with crippling driver bugs. In particular, it solves a major pain point for new Godot users by no longer offering scaling handles for collision shapes, but letting you directly change their size instead. On mobile, as OpenGL ES 3.0
We always say the best way to learn is by practice, so your assignment is to create the input action for spriting that is going to be triggered by pressing the Left Shift key. Of course, we’re going to provide the solution, but agian, the best way to learn is by practice, and you learn the most when you practice solving bugs.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Most updates within the last year have been small bug fixes, and momentum for big future features has stalled. Reminder: for iOS, that means WebGL 1.0 and no WASM.)
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