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bevy 0.6, bevy_rapier 0.12.0 (In progress, example still broken) #16
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Cool! I just started my own update to bevy-0.6 .The only reason I started my own was because I didn't see your PR till when I was creating my own and it looks like yours is better in a couple ways (changeovers of enum types you've handled way better). If you have any questions, feel free to ask and I'll do my best to answer, but I'm no pro at bevy/rapier either :) You can see my progress on #17 but I think we're having the same issue with mesh loading. I'll dig into this sometime soon. At the moment I suspect it could be a blender export difference (eg if the changeover to blender 3.0 did something to how blender stores meshes) or it could be a change in how bevy handles mesh indices. |
target | ||
.idea |
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As this is IDE based, and every user has a different IDE, I prefer this to be in each users local computer as a global gitignore: https://blog.soltysiak.it/en/2017/12/how-to-ignore-files-only-on-my-machine/
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Ooo that's cool, I did not know you could do that 👀
@@ -14,12 +14,12 @@ pub fn blend_collection_loader( | |||
mut scene_spawner: ResMut<SceneSpawner>, | |||
query: Query<(&BlendCollectionLoader, Entity)>, | |||
) { | |||
for (collectionloader, entity) in query.iter() { | |||
for (collection_loader, entity) in query.iter() { |
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Nice! Thanks
bundle.visible, | ||
bundle.render_pipelines, | ||
)); | ||
commands.entity(entity).insert_bundle(bundle); |
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For me this made the meshes disappear. I suspect it is because the PbrBundle includes transform and global_transform. That's why the old version manually inserted a selection of the bundle.
This may be fixed in 0.6, but if your meshes aren't displaying you can try restricting what is inserted here.
Since we have #17, I'm closing this :) |
Closes #15
Still need to add all the new rapier options and fix whatever is wrong with the mesh loading (see the example)
Help on this PR welcome, I don't know enough about bevy nor rapier to understand some of the options.