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FixedUpdate schedules that take too long enter a cascading failure mode #8543
Activity
alice-i-cecile commentedon May 4, 2023
@maniwani, I'm observing this in practice with my game at high enough simulation loads.
I think we should be putting some sort of limitation in place here, but I'm not sure what the right fix is.
alice-i-cecile commentedon May 4, 2023
Initially, you can see one or two fixed updates (purple s) per frame (tall skinny rendering thread)
https://cdn.discordapp.com/attachments/1103705291461230602/1103724366778347612/image.png
Later, dozens of them per frame:
https://cdn.discordapp.com/attachments/1103705291461230602/1103724645129130014/image.png
Add workaround for bevyengine/bevy#8543
Don't let FixedUpdate enter a death spiral (#829)
Unify `FixedTime` and `Time` while fixing several problems (#8964)
Unify `FixedTime` and `Time` while fixing several problems (bevyengin…
Unify `FixedTime` and `Time` while fixing several problems (bevyengin…