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Unofficial plugin for raycasting in Bevy

Results 32 bevy_mod_raycast issues
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Following our chat in issue #114 I added this code into my app: ```Rust fn main() { let mut app = App::new(); app.configure_schedules(ScheduleBuildSettings { ambiguity_detection: LogLevel::Warn, ..default() }); ... }...

Fixes: https://github.com/aevyrie/bevy_mod_raycast/issues/118 I still think a better approach exists to fix this, but I wanted to confirm the tests pass. And, if I'm wrong about a better fix existing, then...

From investigating https://github.com/aevyrie/bevy_mod_picking/issues/341, I've discovered that: https://github.com/aevyrie/bevy_mod_raycast/blob/dbc5ef32fe48997a1a7eeec7434d9dd8b829e52e/src/primitives.rs#L165-L204 `intersects_aabb` returns `[NaN, NaN]` because of a divide by 0 when the intersection check is right on the edge of a mesh, thus...

For indexed meshes `triangle_index` contained the (looked up / resolved) index of the first vertex of the triangle. This made it impossible to find the other two vertices because there...

## Description When raycasting against and indexed mesh I am unable to differentiate between two vertices when both vertices start at the same index. I'm trying to use `triangle_index` to...

I'm using the `CursorRayPlugin` for my project, but currently, `update_cursor_ray` updates the `CursorRay` based on *every* camera in the world with no filter options. This breaks the plugin for my...

Hey, there is probably a good reason for why it doesn't exist, but to me it seems lke an IgnoreRaycasts marker component would be pretty useful and not that hard...

It's possible to get into a situation where the raycaster throws an error when the window is closed. This doesn't affect gameplay, of course, but I'm seeing it in the...

Did additional work on top of #127 to pass tests and fix bug mentioned in the comments. Should now be ready to crate

Update to Bevy 0.15, see change-log for details.