Comments (3)
I investigated a similar problem for the issue #89217
The problem seems the way the engine calls the C# methods. There are a lot of string comparisons to check which method to call in the generated C# partial class.
Example:
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
{
if (method == MethodName._Process && args.Count == 1) {
_Process(global::Godot.NativeInterop.VariantUtils.ConvertTo<double>(args[0]));
ret = default;
return true;
}
return base.InvokeGodotClassMethod(method, args, out ret);
}
I did not create a PR because it needs quite a lot of modifications to execute calls from delegates or pointer functions but I made it work. I still need to do some testing and adjustments. I'll continue to work on it and keep you updated.
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Yes, even with just a completely empty method it has this performance issues.
public partial class SimpleCube : MeshInstance3D
{
public override void _Process(double delta)
{
}
}
from godot.
Does it happen if you remove the base._Process
? I don't think it's needed here as _Process
is handled by the engine itself and doesn't rely on virtual methods (none of the code templates or official demos use the parent call)
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