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Multimeshinstance does not show in Play Project view (F5) #76834

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infohub-gather opened this issue May 8, 2023 · 9 comments
Closed

Multimeshinstance does not show in Play Project view (F5) #76834

infohub-gather opened this issue May 8, 2023 · 9 comments

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@infohub-gather
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infohub-gather commented May 8, 2023

Godot version

v4.0.2.stable.official [7a0977c]

System information

Windows 11, AMD CPU, Nvidia 3060Ti, Vulkan

Issue description

I can set up a multimeshinstance quite succesfully in the Godot Editor. I see the multimeshinstances in the Editor.

When I press F5 (Play Project) , no multimeshinstances are visible.

Steps to reproduce

See the steps above. The screenshot shows the meshes instanced properly. When playing F5, no multimesh is visible.

multmesh

Minimal reproduction project

N/A

@kleonc
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kleonc commented May 8, 2023

The screenshot shows the meshes instanced properly. When playing F5, no multimesh is visible.

multmesh

There's no active camera within the scene shown up above. No idea whether you're actually running that scene, or maybe you're instancing this scene in some other scene where a camera is present. Can't verify/test as there's no MRP (minimal reproduction project) provided.

@infohub-gather
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infohub-gather commented May 8, 2023

@kleonc I have a camera in another scene, and this scene gets instanced into that one.

EDIT:
I am trying to make a repro project, but sofar it seems to work as expected in a minimal set-up, but not my main project which is a bit more complex (and which I cannot share here unfortunately)

@infohub-gather
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infohub-gather commented May 9, 2023

I am currently trying to mimic the conditions under which the main project operates to produce a MRP. Not succesful as of yet.

My main thinking cap is that it maybe something to do with spawning the multimesh in an existing scene, and from that perhaps something with the scene not triggering a draw on the multimeshinstance with the available cameras?

@AThousandShips
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AThousandShips commented May 9, 2023

This is why we suggest strongly to make an MRP, not just to reduce the work people have to do when investigating it, but to actually get a reliably reproducible case and work out what possible other issues might play a part, if a bug can't be reproduced in an MRP it almost certainly won't be reproducible by a tester investigating it, and a lot of time might be wasted

@infohub-gather
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infohub-gather commented May 9, 2023

@AThousandShips Good point. I do want to get this issue out there, so it can be found and maybe find others with a similar problem and maybe get to the bottom of it sooner. Hopefully I can get an MRP out!

@kleonc
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kleonc commented May 9, 2023

@infohub-gather Yeah, as mentioned this issue is currently pretty much not actionable. However, I'd suggest you to check out the behavior (within that project you can't share) for different rendering methods:
Godot_v4 0 2-stable_win64_NsCMACOQWm
If it's "not working" only for the one you're using then it's indeed likely a bug, otherwise it could be e.g. something about your setup. Can be only guessing.

And of course check out whether there are any errors in the console (as you haven't said anything about errors / no errors).

@MGilleronFJ
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See also:
#67287
#56357

@infohub-gather
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@MGilleronFJ So I can confirm this is a similar issue as #67287 , with TAA disabled, Multimeshinstance works again! So this could be pretty much a duplicate of that problem then. Thank you!

@Calinou
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Calinou commented May 15, 2023

@Calinou Calinou closed this as not planned Won't fix, can't repro, duplicate, stale May 15, 2023
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