Tiled generated world problem

I created my own tiled system to create terrain. 1 tile = 1 scene file .j3o. So I’m starting my game at 0,0 - tile. When I move closer to one of the edges, system is loading nearest tiles like 0,1 , 1,1, 1,0. Everything is working fine, but when I was testing that I used same file for all tiles just Test.j3o. But when I now created each scene different like x0y0.j3o , x1y0.j3o etc. etc. I have problem with my character. When I step into other tile Terrain, my screen is blinking and camera is jumping, it looks like player is moving inside 2 spatials?! I’m not really sure is it problem of my code or maybe engine get’s crazy when it has many .j3o scenes loaded in the same time? Especially when, each scene contain HEIGHTMAP GENERATED TERRAIN. I’m using ChaseCam, my scenes are 1024x1024. For each scene I call Level of Detail for Terrain:

public void createTerrainLODForScene(Node scene) {
       TerrainQuad tq = (TerrainQuad)scene.getChild("Terrain");
        TerrainLodControl lodControl = tq.getControl(TerrainLodControl.class);
        if (lodControl != null) {
          DistanceLodCalculator calc = (DistanceLodCalculator) lodControl.getLodCalculator();

and LoD for it’s models (building,rocks, etc):

 protected void parseSceneForLOD(Spatial spatial) {
        if (!(spatial instanceof Terrain)) {
            if (spatial instanceof Geometry) {
                Geometry g = (Geometry) spatial;
                LodGenerator lodGenerator = new LodGenerator(g);
                try {
                lodGenerator.bakeLods(LodGenerator.TriangleReductionMethod.PROPORTIONAL, 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f);
                } catch (IllegalArgumentException e) {
                    System.out.println("PROBLEM WITH: "+ g + g.getParent());
                LODControl lod = new LODControl(10);

            } else if (spatial instanceof Node) {
                Node node = (Node) spatial;
                for (int i = 0; i < node.getQuantity(); i++) {
                    Spatial child = node.getChild(i);


and Collision:

public void createCollisionForScene(Node scene) {
CollisionShape sceneShape = CollisionShapeFactory.createMeshShape((Node) scene);
RigidBodyControl landscape = new RigidBodyControl(sceneShape, 0);

Here’s a video showing my problem:

Maybe someone has some ideas or met relative problem in the past.

No problem loading multiple heightmap based terrains, must be your code.