Does the issue occur in the editor or during gameplay? If it occurs during gameplay, please specify which movement system is being used (free movement or grid movement):
during gameplay when day and night is enabled on the map
Briefly describe the issue you're experiencing:
game runs fine and everything is smooth until the game/engine transitions from day to night then it for no reasons cuts fps and frames in 1/2 (eg if my game is running at 50 with no lighting shadows and etc) with lighting shadows day and night it locks it to 25)
i don't know if this is godot's back end from whatever version of Godot rpg in a box is using but if it is "locked" it needs looking at
things i have tried
making my maps smaller (didn't work)
making some models contain less voxels (didn't work)
making my npcs and etc slower with there movements (didn't work)
using as little nav/pathing lines as possible (didn't work)
trimming voxels from models that don't need the excess voxels (eg flat part of grass) (didn't work)
using less particle effects on models and objects (didn't work)
sadly this is really effecting my games design and i littery cant cut much more to try to fix this issue
(I'm not looking for a solid 60 fps 100% of the time)
I'm just wondering why turning a thing on that generates lighting shadows and lighting cuts my game into a choppy slow game when my maps are like 40 x 50 max but even smaller maps are doing the same thing
Provide the steps necessary to reproduce the issue:
build a small to medium size map
have all shadows on the models on then turn on day night ambient lighting and shadows
have some sort of fps / performance tracker on (i use steams fps counter/tracker)