decentraland / decentraland/unity-explorer
[QA] LOD | Ground (LODs) missing after teleport timeout
- Dominant language
- C#
- Stars
- 23
- Forks
- 17
- Avg merge
- 2d 14h
- Merged PRs (30d)
- 94
Description
### 🛠️ **Build version:**
Not specified
### 📔 **Issue Description:**
After a teleportation/world-switch triggers a client-side timeout, the ground LODs fail to render. The scene appears loaded (LiveKit audio works, other avatars are visible and moving), but the ground mesh is entirely absent. Additionally, the `/reload` command is unavailable — it returns:
> :red_circle: You need to be in a SDK7 scene to reload it.
This suggests the client's scene-state tracking is left in a corrupted/ambiguous state following the timeout: the LOD ground layer never loads, and the scene type is not recognised as SDK7 despite the surrounding scene content being active.
### 👣 **STR:**
1. Teleport to a location or switch worlds
2. Observe the client hit a timeout during the transition
3. After the transition completes, check the ground — LOD tiles are missing
4. Attempt `/reload` in chat — command returns "You need to be in a SDK7 scene to reload it"
### ✔️ **Expected Result:**
Ground LODs render normally after teleportation. The `/reload` command is available in SDK7 scenes.
### ❌ **Actual Result:**
- Ground tiles (LODs) are not rendered
- LiveKit and avatars function normally
- `/reload` command reports the scene is not SDK7
### ➗ **Reproduction:**
##### 🔁 Random (3/10) — occurs randomly on teleporting/world switching
### 🖥️ **Operative system and additional Notes:**
- OS: Mac
- Reporter: Nick (via Slack)
### 🔗 **Potentially related:**
- #9214 — `TODO: Wait until LOD is Ready` in `UnloadSceneSystem.cs` — scene unload may not gate on LOD readiness, leaving ground in an unloaded state after timeout
- #9145 — LOD settings code commented out pending re-implementation
Requested by Flora Gomes (<@U0AN6DV40FQ>) via Slack
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