Godot Version
Godot 4.1.1 Originally, Changed to 4.2.2, but the issue persists.
Summarized Question
I was screwing around in Godot while trying to add a feature, and I set the max_contacts for a group of rigidbody 3Ds too high, now my project won’t open. Specifically, I will try to open the project, and it will load for a bit before crashing. Notably, all my other projects are fine.
Backstory
Hi! I was working on my project, and I was trying to develop a feature where physics rigidbody 3Ds go back to their original positions after a certain amount of time. However, I wanted them to only return to their original positions if they had moved or rotated a significant amount. I used velocity.length() to track this movement. However, I found the system harder to work with, as items may respawn due to dropping a very short distance from their spawn positions.
So then, I tried to change it so that the movement would only lead to respawning AFTER the bodies made contact with the floor/level geometry (which was a collision layer). For this purpose, I used an _on_body_entered for the rigid body 3Ds. However, I found that this did not work because contact monitoring was off, and max contacts was zero. I turned on contact monitoring and changed the max contacts to something like 3. This did not work, so I ended up turning the max contacts to the highest possible number while screwing around, and the project crashed…
And that same project has crashed every time I have tried opening it. Luckily, I have a backup with most features in tact (its just less clean/organized), but I still want the newer project working.
I have tried using code to change max contacts and whatnot through the file manager (in _ready(delta)) and it has not worked. I am not sure if the rigidbody stuff is actually responsible, but it seems almost certain that it is based on the timing of the crash.
So, does anyone know how to fix this issue? Any helps would be very much appreciated! Thank you in advance!