Skip to content

Godot 4.4 3D physics interpolation causes gridmap flickering #104290

@aldocd4

Description

@aldocd4

Tested versions

Godot 4.4 beta 1 mono version
Godot 4.4 beta 3 mono version
Godot 4.4 mono version
Godot 4.4 RC1 mono version

System information

Godot v4.4.1.rc1.mono - Windows 11 (build 22631) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated Radeon RX Vega (Advanced Micro Devices, Inc.; 31.0.21921.1000) - AMD Ryzen 9 3900X 12-Core Processor (24 threads)

Issue description

I'm using GridMap in my 3D isometric turn-based game for some part of the gameplay, like for example the fights. I display a basic grid map with cells and I use the GridMap function set_cell_type to change cell color/effect during the fight. When 3D physics interpolation is disabled, everything works correctly.

When I enable 3D physics interpolation, i have some weird issues:

Image

Note: this bug only happen when grid map is not positioned at 0, 0, 0. When its at the center of the map, it works. But my fight maps in my game are not at 0, 0, 0 unfortunately. That was working well with Godot 4.3 and with Godot 4.4 when 3D physics interpolation is disabled.

Steps to reproduce

  • Open the project
  • Run main scene
  • Move mouse around white cells, they are supposed to become red using SetCellType
  • You should see weird flickering

Then:

  • Disable 3D physics interpolation
  • Redo steps above
  • No flickering

Minimal reproduction project (MRP)

DebugGridMap.zip

Metadata

Metadata

Assignees

No one assigned

    Type

    No type

    Projects

    No projects

    Milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions