bevy_xpbd icon indicating copy to clipboard operation
bevy_xpbd copied to clipboard

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

Results 231 bevy_xpbd issues
Sort by recently updated
recently updated
newest added

Currently trying to make a 3d first person character. i have given the entity with the collider a restitution of 0.0. Although this does not work, the player character still...

C-Bug
A-Dynamics

# Objective The row and column counts in `Collider::heightfield` seem to be the wrong way around! This makes heightfields with a different number of rows and columns behave incorrectly in...

C-Bug
A-Collision

In 3D in a chain of multiple dynamic bodies connected via revolute joints with specified angle limits (in a setup similar to `crates/avian3d/examples/chain_3d.rs` where the first body kinematic), the bodies...

I'm experiencing an issue where collisions do not work when a [Collider](vscode-file://vscode-app/Applications/Visual%20Studio%20Code.app/Contents/Resources/app/out/vs/code/electron-sandbox/workbench/workbench.html) is inside a hollow ring. The dynamic rigid body passes through the hollow ring without detecting any collision....

I would like a position-based kinematic rigidbody type.

The `Friction` component stores coefficients of both dynamic and static friction. However, only dynamic (i.e. "sliding") friction is currently accounted for, and the static coefficient does nothing. This is a...

C-Bug
A-Dynamics

It seems that if a compound collider has a offset position and the parent has a negative scale the collider's offset position won't be scaled negatively. Seems to be related...

C-Bug
A-Collision

OGC can guarantee fast penetration-less collision. Especially useful for cloth and such. It is cheap, highly parallelizable, and seems to benefit greatly from ECS. I'm not expert, so don't take...

After updating to Bevy `0.17` and Avian `0.4.1`, when I use `PhysicsDebugPlugin` the debug mesh shown for `Collider::half_space(Vec3::Y)` gives glitchy lines extending in the cardinal directions. As I move around...

# Objective Whenever a Collider is disabled and moved away from a position, the collisions that it was triggering will come back to being active as soon as the Disabled...

C-Bug
A-Collision