Alexey Gulev

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Could you please provide a crash log? Did you test using 1.9.4?

Yes, from console. It helps to make the initial estimation Pls, check 1.9.4 as well , thank you!

I afraid it will be hard to figure out without a repro case

> E.g. are we really relying on a bit mask here, or was that just some premature design? I found this one https://github.com/defold/defold/blob/3ede22e06920e3b6e2aa30f1d1170b6f9f597c99/engine/gameobject/src/gameobject/gameobject_profile.cpp#L70-L73

Some rough estimations. # Why it’s limited (~32k) - 15‑bit indices: The instance index and several related indices are stored in 16‑bit bitfields with 15 bits reserved for the index...

We’re raising the limit to 65,534 for now - this is the maximum achievable without major rework or performance penalties. Although this is lower than what you requested, I’ll close...

Physics works in world coordinate space, so it’s impossible to use hierarchies of game objects with collision objects on them because the physics engine will set world coordinates, replacing your...

@jcbk101 this exact issue happens in all Defold versions, again that's how physics engine works. All your objects with collisionobject on it should be in the collection root https://github.com/defold/defold/assets/2209596/75f4b227-3aae-4cef-961b-ac0d0eb1eeec

1.8.0 false: https://github.com/defold/defold/assets/2209596/b70770a6-1789-4e3b-b36e-512cae066515 1.8.0 true: https://github.com/defold/defold/assets/2209596/d0d8aa18-6385-4a37-ba1e-cd6d7a868e15 1.9.0 false: https://github.com/defold/defold/assets/2209596/057fffcf-884d-4836-8893-77f5afe4704f 1.9.0 true: https://github.com/defold/defold/assets/2209596/cacf56c9-a9ef-4f20-812c-5b978cd840cb