Even though I am using Godot 3.1-alpha, I don't think it is related since I had a similar problem in Godot 3.0.
I want to create a giant grid, made out of hundreds of chunks which are also made out of 100 cells each.
I opted for this design to improve performance, only the chunks visible on the screen are rendered.
At 225 chunks which represents ~22k cells, the game does not start and print constantly 'Object was deleted while awaiting a callback' in console.
This is how I instantiate a cell, in a for loop:
var cell = Cell.instance()
Chunks are instantiated in a similar manner.
I have a
map scene where the packed scenes are loaded:
var Chunk: PackedScene = preload("res://Chunk.tscn")
var Cell: PackedScene = preload("res://Cell.tscn")
Chunks are created in this scene, the
Cell packed scene is then given to the chunks once created in order to instantiate the cells.
I think that the problem is related to my implementation and not to Godot itself.
I would like some help, thanks.
It looks like that the problem was related to the size of the message queue. By increasing it, I managed to instantiate 40k cells.
Though I doubt that it is a proper solution.