godot_debug_draw
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Drawn objects don't disappear when created from `_physics_process`
Hello !
Always when using any of the draw_box
, draw_line_3d
and draw_ray_3d
functions from _physics_process
, the drawn objects don't disappear - they disappear as expected when the functions are called from _process
.
This causes the game to slow down and become unplayable after a few seconds, due to the huge amount of nodes created every second.
I'm using Godot 3.4.4, with the addons "heightmap terrain" and "trails"
Here's a video of the issue: https://user-images.githubusercontent.com/39198556/168067640-1a3bf8f0-33f0-4da4-9581-b0af3690dce5.mp4
I tried replacing Engine.get_frames_drawn()
by Engine.get_idle_frames()
in debug_draw.gd
, but it didn't change anything. Do you have an idea of what could be causing it ?
Do you have errors when this happens? Did you pause the game? Is debug_draw an autoload or did you add it as child of something in your scene? If there is no error I suspect it could be the way frames increment, causing drawn items to miss their lingering removal frame.
I tried it in the godot4 branch and that problem did not happen. Did not happen either in the master branch. The only difference was a slight trail behind moving lines, which is normal due to the difference in execution frequencies of _physics_process
and _process
, but they dont remain.