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[Physics Interpolation] Interpolated triggered from outside physics process when using multi-threaded rendering. #97175

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drwhut opened this issue Sep 19, 2024 · 0 comments

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@drwhut
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drwhut commented Sep 19, 2024

Tested versions

  • Reproducible in: 3.6.stable, 3.5.3.stable.

Cannot reproduce in earlier versions, as in-built 3D physics interpolation was introduced in 3.5.

System information

Linux Mint 22

Issue description

Specifically when using the multi-threaded rendering model while physics interpolation is enabled, every so often this warning is generated while rigid bodies are in motion:

W 0:00:15.011   instance_set_transform: [Physics interpolation] Interpolated triggered from outside physics process: "/root/Scene/@Cube@2/CollisionShape/MeshInstance" (possibly benign).
  <C++ Source>  servers/visual/visual_server_scene.cpp:892 @ instance_set_transform()

The rigid body that generates the warning is random, and I'm pretty sure the warnings are actually rate-limited in 3.6, since in 3.5, the warnings are essentially spammed out.

I would like to keep using the multi-threaded rendering model for my project, as I need to instance meshes in a separate thread, but this warning is somewhat annoying. Is there a nice way to solve this issue, or is my only option to hide the warnings?

Steps to reproduce

  1. Open the reproduction project.
  2. Run the scene, and let physics do its thing for about 30 seconds. Since by default Godot uses single-threaded rendering, there should be no warnings generated.
  3. Stop running the scene, enter the project settings, and under Rendering > Threads > Thread Model, change to "Multi-Threaded".
  4. Run the scene again, and wait about 30 seconds again. This time, the warning should appear at regular-ish intervals.

Minimal reproduction project (MRP)

InterpolationWarning.zip

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