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In-game, When i use the SetBlock function to remove blocks, if i try and make it so more than one block is removed (eg. adjacent block is destroyed aswell), 90% of the time the chunk can no longer be modified and the rendering for that chunk glitches out a tad.
if there's a slight delay in the breaking of the blocks, it works, but at some point in my game blocks will be removed simultaneously, so how could i fix this?
Regards,
Kinggrinyov
The text was updated successfully, but these errors were encountered:
Confirmed this by setting two blocks to air in the same frame, chunk mesh stops updating. This is a significant bug, I'll add it to the list for Alpha 1 and if possible make a patch for the current version.
For Those who are doing something similar, the best remedy i found for this , assuming your "Player" is the only thing destroying blocks, Use this in a Function/Method in C#:
yield return new WaitForEndOfFrame();
This will just wait for the current frame to end before doing the next action.
Was this issue solved in the alpha versions? I've implemented falling blocks and if more than one block in a chunk falls at once the issue arises, and occasionally happens if only one block falls at a time, presumably because it is recreating itself multiple times in rapid succession.
In-game, When i use the SetBlock function to remove blocks, if i try and make it so more than one block is removed (eg. adjacent block is destroyed aswell), 90% of the time the chunk can no longer be modified and the rendering for that chunk glitches out a tad.
if there's a slight delay in the breaking of the blocks, it works, but at some point in my game blocks will be removed simultaneously, so how could i fix this?
Regards,
Kinggrinyov
The text was updated successfully, but these errors were encountered: