Aevyrie
Aevyrie
This isn't desired anymore now that the plugin supports more than just mouse input. Users can implement this with the picking settings if they desire.
Examples of this are now in the repo.
There is an open PR to add a picking shader to bevy, probably landing next release, 0.12. The plan is to make a backend to support this.
In that case you need to set up a backend for this. You could most easily do this by modifying the mod_raycast or rapier backends; it's probably only a few...
`bevy_mod_picking` supports multiple picking cameras, and this plugin will need to be adjusted to support that. We can probably simplify this plugin substantially by using the new callbacks, that way...
This may be fixed on `main`. Previously, the camera without a renderlayer was assumed to intersect with all other render layers, when it should only intersect with render layer 0.
I'm having trouble replicating this. Can you provide a minimal repro, maybe a modification of the sprite or render_layer examples in this repo?
Not critical, no. I find the way `BeforeIoAfterRenderStart` is added to be a bit confusing. It would make a lot more sense if this was part of the default app...
> framepacing would have to do its sleep after extract because that's technically the "beginning" of the next frame (before winit loads new input events). Yup, this is exactly what...
A simple example could be a color picker. Draw a gradient to the screen, return that buffer to the CPU. Look up the mouse's current position on that buffer to...