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Issue: Path3D/PathFollow3D logic
Tested versions
- Reproducible in: 4.3 stable Not reproducible in: 4.2.1 stable
System information
Godot v4.2.1.stable - Windows 10.0.22621 - GLES3 (Compatibility) - AMD Radeon(TM) 610M (Advanced Micro Devices, Inc.; 31.0.21024.2004) - AMD Ryzen 3 7320U with Radeon Graphics (8 Threads)
Issue description
I have a movement system which involves Path3D and PathFollow3D, it creates a new curve every time a player click to a "movement tile", goes into its position, cleans up curves with every new issued movement. It worked flawlessly in Godot 4.2.1 stable and dragged the player along the path without problem. However when i upgraded to 4.3 i noticed a minor progression glitch from the players perspective (0.1 millisecond long or so) where the pathing logic got messed up with the project being in the same exact state. It seemed like it throwed a little bit back the player in the curve for no reason because the starting point should be the same where to player is when the order happens.
Steps to reproduce
- Spam-clicking on the movement object in Godot 4.3 stable should call out the visual bug.
Minimal reproduction project (MRP)
MRP included with proper instructions in-game. (4.3 stable project) movementsystembug.zip
May be the same issue as https://github.com/godotengine/godot/issues/95612
May be the same issue as #95612
Tested MRP, could reproduce the issue in: • v4.3.stable.official [77dcf97d8] • v4.4.dev.gh-96140 [7a9ed885e] (artifact from #96140)
Meaning it's not the same issue as #95612 because #96140 does fix #95612.
Couldn't reproduce in: • v4.2.2.stable.official [15073afe3]
However, haven't investigated what's the cause of the behavior in here / whether it's an actual bug or some mangled user logic (which would work fine in v4.2.2.stable.official [15073afe3] for whatever reason). For now marking as a potential bug/regression which needs further testing.
Can't seem to reproduce this on macOS 15.4, even on 4.3.
Is there anything more to the MRP steps than just rapidly clicking a tile? Otherwise this could be platform-specific.
Closing due to lack of response. Please comment if you can still reproduce this bug on the latest Godot version.