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Breaking More Than One Block At A Time #45

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kinggrinyov opened this issue Sep 4, 2015 · 3 comments
Open

Breaking More Than One Block At A Time #45

kinggrinyov opened this issue Sep 4, 2015 · 3 comments

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@kinggrinyov
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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

@alex-irt
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alex-irt commented Sep 5, 2015

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.

@alex-irt alex-irt modified the milestone: Voxelmetric Alpha 1 Sep 5, 2015
@kinggrinyov
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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.

@jaspercayne
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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.

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