bevy_rapier
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Official Rapier plugin for the Bevy game engine.
I'm creating a game with a level editor that generates colliders from a png images. I have my own algorithm to generate a polygon from a png. I was glad...
Add `.with_physics_scale(100.)` to `boxes3` example to reproduce.
I am trying to write a character controller using rapier. To control when I can jump, I want to use `cast_shape` to check whether I am currently grounded. This leads...
Seems we only update it on initialization. TODO: - [X] Collider removal - [ ] Collider re-parenting - [X] User changes - [X] `AdditionalMassProperties` - [X] `ColliderMassProperties`
I've run a simple code spawning entities in batch like this : ```rust fn setup_benchmark_scene (mut commands: Commands, mut meshes: ResMut, mut materials: ResMut, ) { let mut vaisseau= Vec::new();...
Happening on `bevy = 0.11` and `bevy_rapier3d = 0.22.0` When I load a GLTF Scene that has a `scale` transform that downscales the scene and spawn Colliders for its meshes,...
Sorry for the vague title, I'm really not sure how to word this succinctly. I'm trying to make a basic 2D character controller with gravity and collisions. For this, I...
### Implemented `locked_axes(&self)` for all of these structs: - `FixedJoint` - `PrismaticJoint` - `RevoluteJoint` - `RopeJoint` - `SphericalJoint` `locked_axes(&self)` returns all of the axes that are currently locked by the...
Currently, the `RigidBodyWritebackComponents` query used by the `rigid_body_writeback` system is composed of an `Entity` and several `Option` components, with no concrete by-ref / by-mut borrow to prevent it from checking...
Makes it a bit easier to mentally separate things from eachother when working on the systems.