godotengine / godotengine/godot
RayCast3D debug visuals jitter and lag behind since 4.3
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- Dominant language
- C++
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Description
Tested versions
v4.3.stable.mono.official [https://github.com/godotengine/godot/commit/77dcf97d82cbfe4e4615475fa52ca03da645dbd8]
System information
Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.5123) - AMD Ryzen 7 3800X 8-Core Processor (16 Threads)
Issue description
When Raycast3Ds are moved, the debug shape jitters and lags behind. This happens when moved in any way. The amount depends on the FPS. The collisions seem to be unaffected.
Steps to reproduce
Create a Raycast3D and move it along side any other type of Node3D through any means. It is apparent if the Raycast3D is the child of the other Node3D because they should move in sync.
Minimal reproduction project (MRP)
racyat-test.zip This project displays a RayCast3D clearly lagging behind a CSGBox. There is a static body to test if collisions are consistent with the debug shape.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by running the attached racyat-test.zip minimal reproduction and compare the RayCast3D debug shape with the moving CSGBox at different frame rates. Trace the RayCast3D debug visualization path and verify that the shape stays synchronized while collision behavior remains unchanged.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 38/100