godotengine / godotengine/godot

`GPUParticlesCollisionSDF3D` does not collide in the editor if the particle system's AABB wasn't overlapping on scene load

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#95,415 2 comments 0 reactions 0 assignees View on GitHub
bug confirmed topic:3d topic:particles
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C++
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Description

### Tested versions

v4.2.2.stable.mono.official [15073afe3]

### System information

Godot v4.2.2.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 (NVIDIA; 32.0.15.5599) - AMD Ryzen 9 7950X3D 16-Core Processor (32 Threads)

### Issue description

This is likely a variation of #60994 but its not quite the same as in this case the SDF is already baked and working and then stops working later. Please regard the following video:

https://github.com/user-attachments/assets/7dd2a85d-fdd8-44b4-872d-798ce70c2cba

We start with an already baked SDF and a particle system that collides with the SDF. Now I move the particle system away so that its AABB doesn't overlap with the SDF node anymore. Then I save the scene and reload it. Now I move the particle system back over the SDF. However now it does no longer collide with the SDF. I need to save and reload the scene another time until the collision works again. This can be extremely frustrating to debug because things that worked seemingly stop working later and no change you do to the particle system will have any effect on collision until you reload the scene.

### Steps to reproduce

Using the provided reproducer, open the `sdf_bake_test.tscn` scene and repeat the steps from the video.

### Minimal reproduction project (MRP)

[reproducer.zip](https://github.com/user-attachments/files/16578185/reproducer.zip)

Contributor guide

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Assessment

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