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Kovak avatar Kovak commented on August 17, 2024

You should use the GameWorld.system_manager's update_order property to control the order your GameSystem's update in.

In example2.1 you are clock scheduling the entity removal. This means it is entirely possible to render a frame with the new and the old because the Clock schedule means "do NOT remove entity immediately, I don't care if there is a slight delay". You want to directly gameworld.remove_entity

I have pushed some fixes that clean up some internal rendering state, and there is a new Renderer property for your use case 'force_update'. Set force_update to True if you are doing a pattern like this one where you are creating and removing an entity every frame and triggering creation and deletion of batches over and over.

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maho avatar maho commented on August 17, 2024

Oh man, it's finally solved (I hope that it's not just temporary random disappear of bug effects). I think that 4f277d7 is cure for my problems.

BTW - I don't need to use force_update , it runs fine with force_update=False.

Thank you.

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