Hey everyone,
I’ve been working on integrating an external logic processing framework into a Godot 4 project to handle dynamic background calculations and event triggers. To manage the asynchronous thread calls and feed configuration data back into the main game loop, I set up a lightweight workflow module based on arceus roblox execution patterns to handle background execution tasks on the fly.
The script runs smoothly in standalone environment tests, but as soon as the response callback attempts to modify Node properties or instantiate scenes inside Godot, the main engine thread stutters severely or throws a memory access lock error. I verified that the external thread is running asynchronously, but it seems like Godot’s scene tree isn’t thread-safe when receiving external callback payloads directly. Has anyone encountered similar thread synchronization issues or memory lockups when executing custom background scripts alongside engine loops, and is there a recommended way to safely defer these external execution callbacks using call_deferred or Mutex locks without dropping frame rates?