bevy_rapier
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Official Rapier plugin for the Bevy game engine.
When moving at high speeds, the difference is quite apparent as seen here: ![Peek 2023-06-12 22-16](https://github.com/dimforge/bevy_rapier/assets/25857049/4dbfcfec-d9b2-4a79-b05f-413c7c857b22) The non parent-child relationship is on the left & the weird parent/child pair is...
Hi, I'm blocked because the `Collider` type is not registered to the app, and cannot be manually registered because it lacks the required traits implementations. I guess it is related...
I have a body with the `KinematicCharacterController` component, I want to offset the collider on this body from the centre (since the sprite isn't centred). I tried the following but...
For some reason collider debug lines are always rendered behind geometry. This is especially bad when "ground" mesh is present because it completely covers debug lines. Regular plugins init: ```rust...
KinematicCharacterController filter groups don't seem to filter collisions with Dynamic RigidBodies
I seem to be having an issue getting the `KinematicCharacterController` filter groups to work correctly. My setup is that I have a player character modeled by a position-based controller and...
In the first example shown [here](https://rapier.rs/docs/user_guides/bevy_plugin/colliders#collision-groups-and-solver-groups), there are two missing parentheses that finish the `insert()` part. Furthermore, upon adding the parenthesis and pasting the code into my own project I...
Updates the requirements on [bitflags](https://github.com/bitflags/bitflags) to permit the latest version. Release notes Sourced from bitflags's releases. 2.0.2 What's Changed Fix up missing isize and usize Bits impls by @KodrAus in...
Combine the 2 iterators so we don't duplicate logic of removing from the rapier context and the handle components. This also should remove a 1 frame lag between the handle...
I decided to try enabling CCD on some dynamic rigid bodies in a project, and immediately noticed crashes on unreachable code. The error seems to originate from Parry, but I'm...
Hi! I use bevy_rapier2d for some joints simulation but found something weird. The behavior of the joint limit is inconsistent when the joint has different angular velocities. Here is the...