lightyear
lightyear copied to clipboard
A networking library to make multiplayer games for the Bevy game engine
Initially I had a PlayerText(String) component on my `PlayerBundle`. I set a timer for 5 seconds that changes PlayerText, and on the client I listen for `Changed` and updated the...
had a couple of crashes like this: ``` thread 'Compute Task Pool (0)' panicked at lightyear-2cfb5e6660946fe3/356f61d/lightyear/src/inputs/leafwing/input_buffer.rs:188:53: attempt to subtract with overflow ``` https://github.com/cBournhonesque/lightyear/blob/main/lightyear/src/inputs/leafwing/input_buffer.rs#L188 something like this maybe? ```rust if tick...
I am trying to use replication groups alongside interest management, but leaving a room and re-entering the same room breaks replication. Here's a sample project: https://github.com/treytencarey/placeholder_interest_group_management - In `protocol.rs` I...
An entity that is spawned on the client and replicated up to the server with `Replicate::default` will not be added to the client's `RemoteEntityMap`. This means that, for example, an...
As stated in the comment; if the entity has been pre-mapped by the remote, then we still want to return it in `remove_by_remote` even if not present in `self.local_to_remote`.
`spawn_interpolated_entity` panics when authority is transferred away from a client-spawned entity
When transferring authority of an interpolated entity away from that client, the following code will panic (determined through a local fork that replaced the `unwrap`s with `expect`s): https://github.com/cBournhonesque/lightyear/blob/3a610d9d808d3166d51c47ecef2bd381760aa973/lightyear/src/client/interpolation/spawn.rs#L37-L40 as it...
Currently, visibility handling despawns/respawns entities. We could have another mode where an entity that stops being visible just doesn't get any replication updates anymore (replication is suspended). The updates come-in...
Map the entities within a predicted component when it is rollbacked. If they are not mapped then the predicted component's entities will be the same as its confirmed component counterpart...
Child entities with the `Replicate` component are not replicated along with parent when a new client is added to the parent's `ReplicationTarget` component
I was investigating why our protocol crate was so slow to build, and narrowed it down to `register_component` / `register_resource`. To reproduce this, I created `compiletime_test` as an example in...