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2D and 3D physics engine based on Extended Position Based Dynamics for Bevy.

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What it says on the tin. Right now, you must use the iter() method.

I'll try and make a super minimal repro and add it to this issue later. If you have a sleeping body on top of a static collider, changing the static...

# Objective - Implements a collide and slide character controller based on the implementation I wrote for my personal project, Vidar. ## Solution - Adds a new example, Collide and...

# Objective Allow `MaxLinearSpeed` and `MaxAngularSpeed` components to be used to prevent the issue described on [this Discord message](https://discord.com/channels/691052431525675048/1124043933886976171/1337193103433535570) that can cause objects to “disappear”. (Actually get corrupted with `NaN`s)...

Currently, raycasts' and shapecasts' "HitData" includes data about the normals, which limits options for some more niche use cases. I would like to see the Parry ShapeId and/or Vertex data...

C-Feature
A-Spatial-Query

I'm playing around with this library (and bevy in general) and hit an issue. I'm attempting to create a character controller with a camera. I wanted the player collider to...

Hi, I have been running into some panics with `Collider::convex_decomposition_from_mesh_with_config`. There are some settings (like resolution) that just do not agree with certain models, and instead of returning None it...

A-Collision
P-Crash

Something in avian 0.2.1 is breaking the way my ColliderAABB is computed. My flow: - after Solver but before SpatialQuery, I update the Position/Rotation/Collider of an entity that is a...

I am prototyping a voxel game and walking on perfectly aligned cube colliders does not work properly The capsule collider has a bump and the cylinder collider can't even go...

- I create a RigidBody with Transform (but no Position/Rotation) in FixedUpdate - My SyncPlugin is only doing `position_to_transform` - In `PhysicsSet::StepSimulation`, I would expect Position to be added on...