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Godot v4.1.1.stable.mono - macOS 13.6.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)
Issue description
I have a Node2D which is responsible for emitting 2 children (GPUParticles2D).
I also added the timer to the parent node and connected its Timeout signal to free the parent.
The error I get is:
E 0:00:07:0555 compute_list_dispatch: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline
<C++ Error> Method/function failed.
<C++ Source> drivers/vulkan/rendering_device_vulkan.cpp:8026 @ compute_list_dispatch()
I remember having this problem around 6 months ago and don't remember finding an adequate solution. What fixed it back then was changing the GPUParticle2D node type to CPUParticle2D.
Steps to reproduce
Create a scene and add Node2D to it
Add a few GPUParticle2D children (duplicate one a few times favorably)
Add a timer child
Add a script to the parent node
Set the timer WaitTime to the particles' LifeTime
In the _Ready() method, add the listener to the Timeout signal of a timer, which frees the node
In the _Ready() method, emit the particles
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered:
I can't seem to reproduce this, but the instructions seem a bit vague.
Could you attach a MRP test project? It will give a common base to all testers to see if this only happens on specific systems for example. There is also a good chanche that this is a duplicate of #82257 as mentioned, but testing this to make sure would still be useful.
Godot version
4.1.1.stable.mono
System information
Godot v4.1.1.stable.mono - macOS 13.6.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)
Issue description
I have a Node2D which is responsible for emitting 2 children (GPUParticles2D).
I also added the timer to the parent node and connected its Timeout signal to free the parent.
The error I get is:
I remember having this problem around 6 months ago and don't remember finding an adequate solution. What fixed it back then was changing the GPUParticle2D node type to CPUParticle2D.
Steps to reproduce
Create a scene and add Node2D to it
Add a few GPUParticle2D children (duplicate one a few times favorably)
Add a timer child
Add a script to the parent node
Set the timer WaitTime to the particles' LifeTime
In the _Ready() method, add the listener to the Timeout signal of a timer, which frees the node
In the _Ready() method, emit the particles
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered: