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I'm using godot 4.3 with C#, since there isn't a direct binding to the RapierPhysicsServer2D with the Mono API (or at least I'm too dumb to figure it out) I'm using the ClassDB.Instantiate method to obtain a way to use it to manual step the physics space.
Now, when using relatively high number of rigid bodies some of them freezes, it seems to happen only when two conditions are met: by calling Instantiate inside an _EnterTree method and at the same time setting a new polygon array for CollisionPolygon2D inside an _Ready method.
Describe the bug
I'm using godot 4.3 with C#, since there isn't a direct binding to the RapierPhysicsServer2D with the Mono API (or at least I'm too dumb to figure it out) I'm using the ClassDB.Instantiate method to obtain a way to use it to manual step the physics space.
Now, when using relatively high number of rigid bodies some of them freezes, it seems to happen only when two conditions are met: by calling Instantiate inside an _EnterTree method and at the same time setting a new polygon array for CollisionPolygon2D inside an _Ready method.
Environment:
Example project(zip)
rapier-polygon-bug.zip
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