bevy_mod_picking
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Picking and pointer events for Bevy.
Is it possible to add support for accessing `ForceTouch` instances (for relevant events)? I am building a handwriting app using pointer events and `bevy_mod_picking` and it would be great to...
Creating an entity with the `RigidBody::Kinematic` component, `bevy_mod_picking` does not react to it in any way. Debug display shows no information on it, `On` events are not registered, and `PickSelection`...
like this:  After the mouse leaves the program window, the debug text should disappear and the object should not be highlighted. Is there a way to set it?
Currently testing on [bevy commit 9386bd0](https://github.com/bevyengine/bevy/commit/9386bd0114c44c9f00a2e9c41db1225aaa78d159) ⚠️ Backends have not been updated.
Minimal code to reproduce: ```rs use bevy::prelude::*; use bevy_mod_picking::prelude::*; fn main() -> AppExit { let mut app = App::new(); app.add_plugins(( bevy::DefaultPlugins, bevy_mod_picking::DefaultPickingPlugins, )); app.add_systems(Startup, |mut commands: Commands, mut meshes: ResMut,...
Fixes #364
 if the viewport is not in the top left, the picking is offset by the distance to the top-left (I think). At least it's incorrect.
Now that this got upstreamed: will this crate still be released with 0.15 support to help migration?
A couple of resources/components were missing trivial reflections/registration which helps when debugging applications.
I was working on some stuff using isometric tiles and was frustrated by issues regarding transparency. I found #324 suggesting a change and figured I'd pick up and quickly try...