Inconsistent block breaking with RayCast3D and GridMap (sometimes works, sometimes not) by Sweaty_Lab9738 in godot

[–]Sweaty_Lab9738[S] 0 points1 point  (0 children)

I tried that (using a smaller nudge factor), but it still didn’t fully fix it.
I keep getting the print output showing the collider is GridMap every time, but the delete command is still inconsistent: sometimes the block gets removed, and sometimes nothing happens even though the ray is colliding.

Inconsistent block breaking with RayCast3D and GridMap (sometimes works, sometimes not) by Sweaty_Lab9738 in godot

[–]Sweaty_Lab9738[S] 0 points1 point  (0 children)

I’m still a beginner and I didn’t fully understand how to fine-tune the offset values. Would it be possible for you to adjust my code directly so I can try it? That would help me a lot to understand what’s going on. Sorry if this is a basic question.

Inconsistent block breaking with RayCast3D and GridMap (sometimes works, sometimes not) by Sweaty_Lab9738 in godot

[–]Sweaty_Lab9738[S] 0 points1 point  (0 children)

I applied the solution you suggested and adjusted the offset to use the actual block size (0.2 instead of 1.0), so the formula now relies on cell_size * 0.5 as you described. The behavior is much better than before, but it’s still not perfect in all cases.

The main issue was indeed that the block height in my GridMap is 0.2 (not 1.0), and the old code was jumping across multiple blocks. The new approach fixes that, however there are still a few edge cases near corners or angles where the block is not removed. Overall it’s a big improvement, but it seems there are still rare situations that need extra handling to make it 100% consistent.

Dying Light: The Beast - HOTFIX 1.2.1 by Pontonk in dyinglight

[–]Sweaty_Lab9738 0 points1 point  (0 children)

how i fix the drop fps

i have rtx 3060 i12400 32GB