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godot 4 low process priority causes stutter #49
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Yes essentially the problem is this:
Note that process priority is inverse compared to what you might expect. Lower values execute before higher values. |
If you are still having a problem, please include a minimum reproduction project and I can take a look. 👍 |
here is reproduction project. F5 to run it, LMB to give move commands. If you give move commands in opposite directions you should notice that the position on screen of the sprite and the label changes, which shouldn't be the case. If you change process priority from |
Sorry it took a while to look at this, I must have missed the reply (being away from home). On latest master, first thing I did was lower the physics tick rate to 10 ticks per second to see what is happening ( With latest master (4.x) built from source I'm not seeing any different between the sprite and label. So this could have been a bug in 4.x that has been since fixed (rather than the addon). What I am seeing is that sometimes there is some vibration occurring in the (Yes, it looks like it's probably overshooting the navigation destination in your script.) Also it works the same using core physics interpolaiton which is now available in 4.x. |
Hey lawnjelly, thanks for this great addon!
Had some issues in 4.1.3 with the plugin in 2d:
The smoothed sprite was several frames behind (input lag) and had stutters, which became really noticeable when i attached a ui label as child to the smoothed sprite. All this problems went away when setting
set_process_priority(100)
to0
insmoothing_2d.gd
's_ready()
function.Whats the reasoning for setting the process priority that low? Are there issues i could run into leaving it at
0
? (edit: nvm, found the readme section about it)The text was updated successfully, but these errors were encountered: