bevy_xpbd
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2D and 3D physics engine based on Extended Position Based Dynamics for Bevy.
I am not sure if it's a good choice to post the issue in this repository, but I didn't find the repository of the blog and it's probably not on...
I've started spawning a child entity on my unit which contains a collider and (I think) when I move that unit avian panics. I don't really know the conditions that...
# Objective Currently, contact pairs have no stable indentifiers. Contact pairs (i.e. graph edges) are removed with `swap_remove`, which can invalidate edge indices. This causes a few problems: 1. When...
# Objective Add `no_std` compatibility. ## Solution TODO --- ## Migration Guide TODO
I am creating a voxel game in bevy using avian3d for the physics. Attached is a video showing the unexpected behavior when a rectangular cuboid is accelerated over a trimesh....
# Objective - Update the `SyncPlugin` to be compatible with floating origin plugins like `big_space` ## Solution - Use position deltas in the `SyncPlugin` to update transform translation --- Creating...
`called `Result::unwrap()` on an `Err` value: Message("the enum variant TypedShape::Custom cannot be serialized")`
## Description: Per title the kinematic collider freezes on main. I also notice this in my own project. ## Reproduction steps: 1. Run the `kinematic_character_3d` example. 2. Attempt to jump...
[The documentation for `PhysicsStepSet::First`](https://docs.rs/avian3d/0.2.1/avian3d/schedule/enum.PhysicsStepSet.html#variant.First) says: > Runs at the start of the [PhysicsSchedule](https://docs.rs/avian3d/0.2.1/avian3d/schedule/struct.PhysicsSchedule.html). Empty by default. `Last`'s documentation is similar - in contrast with all the other sets which are...
I have an entity with multiple colliders as children - one "real" collider, and some sensors. As soon as my real collider collides with another collider (which also isn't a...