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Terrible performance in editor if using lots of tiles with collisions #47509

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JamesC01 opened this issue Mar 30, 2021 · 4 comments
Closed

Terrible performance in editor if using lots of tiles with collisions #47509

JamesC01 opened this issue Mar 30, 2021 · 4 comments

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@JamesC01
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JamesC01 commented Mar 30, 2021

Godot version:
3.3rc7

OS/device including version:
Windows 10
gtx 1050 ti
gles3

Issue description:
I opened a project I made in 3.2.3 in 3.3rc7, and noticed terrible performance inside of the editor. I've found that the problem happens when you use a lot of tiles with collisions. This was not a problem in 3.2.3.

Steps to reproduce:
Create a new gles3 project. Create a node2d, and add a tilemap node as a child. Create a new tileset resource using the dropdown in the inspector for tilemap, Import an image into the tileset creator, and crate a new single tile. Create a collision for that tile. As you start adding that tile to the tilemap, it will progressively get slower and slower.

Minimal reproduction project:
SlowTilemap.zip

@Calinou
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Calinou commented Mar 30, 2021

Drawing collision shapes now requires more CPU/GPU resources since shape outlines are drawn to allow distinguishing contiguous collision shapes. Disable the visibility of collision shapes in the TileMap node by unchecking the Show Collision property. See #46623 and #47204.

@JamesC01
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JamesC01 commented Mar 30, 2021

@Calinou I feel like that should be disabled by default, since it doesn't take that many tiles to start slowing down, and it seems more like a debugging feature, that you don't always want on.

@akien-mga
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They should be disabled by default in 3.3 RC 7 already.

@akien-mga
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Ah no my PR isn't merged yet: #47382.

Well #47382 fixes it.

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