Godot Version
4.2.stable.mono
Edit, Problem Solved.
Don’t put awaits in process or physics process, or do things like load texture over and over in there either,
Question
I have a carrot patch that when you walk over the top it will drop (instantiate) a carrot item that hovers and then flys up to your player, hits him, and queue frees itself.
The problem is that the memory usage is constantly going up even when im not adding new items to the scene.
Also (not linearly it seems) the more carrot items I add the more the performance tanks, fps, CPU usage goes up.
What can I do to fix this?
Video
My game running and debugger monitor. Make sure to set to FHD to see properly.
My Video
Reference
Here’s a video (less than 3 mins) by GdQuest on object pooling that might be related to my issue.
GDQuest pooling in Godot video