Aevyrie
Aevyrie
This doesn't test against alpha, which might be surprising in a first-party implementation. Would be nice to document on the plugin. Additionally, it would be courteous to co-author the downstream...
> Not sure what you mean by "test against alpha". Could you elaborate? EDIT - By that, do you mean whether or not the sprite is visible due to alpha/invisible...
Ran into this as well. Trying to use the animation system to play a GLTF animation is pretty frustrating right now, and requires you to pipe data around without any...
Thank you Alice, reading through this now. 🙂 Small correction of a common misconception. Picking does not require raycasting, that is just one of the hit testing methods.
Ideally we would also have an envmap, so the lighting matches the skybox. You can use https://github.com/pcwalton/gltf-ibl-sampler-egui to generate skyboxes and specular/diffuse envmaps from `hdr` skyboxes you find online.
Hopefully I got this right: @superdump @pcwalton @JMS55 @IceSentry
Unfortunately, 10 Mb is likely too large to be in tree, but that is not my call to make. Not sure what the limits or alternatives are. As for the...
This would need to be added to the sprite picking backend, for anyone interested in adding this. https://github.com/aevyrie/bevy_mod_picking/blob/main/backends/bevy_picking_sprite/src/lib.rs
The answers to your questions are documented here: https://docs.rs/bevy_mod_picking/latest/bevy_mod_picking/backend/struct.PointerHits.html#structfield.picks > An unordered collection of entities and their distance (depth) from the cursor. and here: https://docs.rs/bevy_mod_picking/latest/bevy_mod_picking/backend/struct.HitData.html#structfield.depth.html > depth only needs to...
> why would any game want by default 100% of its meshes be pickable, it's highly unlikely It probably wouldn't. The game would probably be using a physics engine to...