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Picking and pointer events for Bevy.

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I have this small hack in my code that works around the issue: https://github.com/ForesightMiningSoftwareCorporation/bevy_fsl_box_frame/blob/36c1d693c2c0a6bfa83e902ced4854232b00a879/src/picking_backend.rs#L45-L47 You can reproduce the bug by comparing behavior with and without that fudge value. This only...

The goal is to make it easier to build raycasting backends and to make it possible to easily get a `Ray` while building interactive entities that handle picking events.

The Bevy UI backend doesn't check for clipping, and allows interaction with clipped non-visible sections of UI nodes. This PR intersects the node rect with its calculated clip rect (if...

There are a couple of issues with the `Pickable` component. The first is that setting `should_block_lower` doesn't seem to allow dragging when clicking on a child element. That is, suppose...

A `PointerDrag` component would be convenient for checking if a certain pointer is dragging something when you're dealing with complex logic. Maybe it can look something like this: ```rust #[derive(Component,...

I have a use case where I want to click an object that isn't rendered to the screen. For example imagine a greedily meshed cube that was originally a 2x2...

Because `HighlightPlugin` adds `GlobalHighlight` in the `Startup` schedule, users of `bevy_mod_picking` can't modify the global highlight settings during `Startup`. Despite adding the plugin: ``` DEBUG bevy_app::app: added plugin: bevy_picking_highlight::HighlightPlugin ```...

This was discussed on discord, but I'm writing down the details here. Background: Many of the design choices of bevy_mod_picking are modeled after the web, and more specifically the documented...

This PR was made because the `bevy_ui` backend ignores the `UiScale` resource. This PR should fix that.