bevy_xpbd
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2D and 3D physics engine based on Extended Position Based Dynamics for Bevy.
See Rapier's [`ActiveCollisionTypes`](https://rapier.rs/docs/user_guides/bevy_plugin/colliders/#active-collision-types)
# Objective Currently `PhysicsDebugPlugin` always overwrites `Visibility` component of the entity with `Collider`. This is sometimes undesirable, as I want to have entities whose visibilty is part of the game...
fix documentation for apply_force_at_point. fixes #428 no code-changes at all, so no breaking changes.
If KCC, depends on the following: - [ ] #438 - [ ] #467 But imo this can be a simple dynamic character as well.
Depends on the following: - [ ] #438 - [ ] #467 Per https://github.com/Jondolf/avian/issues/433#issuecomment-2233596238, we should support the following: - [ ] 2D platformer - [ ] 3D platformer -...
There is an option to exclude entities, but not to include
I've spent hours tried to debug this, but am stuck and need some help. Using bevy_xpbd_2d. I tried to naïvely (following the documentation) add a `RigidBody` to an existing `SpriteBundle`...