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Official Rapier plugin for the Bevy game engine.

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When I set my monitor to 144hz, my player character moves faster than at 60hz. This is not true for dynamic bodies, who move at the same speed regardless of...

It would be awesome if there was an ability to set a force acting on a rigid body in local space. Then a conversion can be done to convert into...

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A-Dynamics
A-Integration

![anim](https://user-images.githubusercontent.com/120749144/222989328-6a7380af-73ef-4f1e-bfc8-94395e21e442.gif) ### **Same issue** #329 ### **Error** ` 2023-03-05T22:13:44.771773Z ERROR bevy_rapier2d::geometry::shape_views::collider_view: Failed to apply scale [NaN, NaN] to Ball shape. ` ### **Dependencies** - bevy = "0.9.0" - bevy_rapier2d =...

C-Bug
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A-Integration

In my game limbs can be detached and attached. I disable their rigidbody and parent them when attaching them to a body. I want to use colliders for hit detection,...

C-Bug
D-Difficult
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S-not-started
A-Integration

Hi, I'#m quite new to both bevy and rapier, so apologies in advance if this is already explained somewhere. I came across [this](https://rapier.rs/docs/user_guides/bevy_plugin/scene_queries#intersection-test), but I'm not sure how to apply...

I noticed that if I first add a Collider component to an object, and then I add a RigidBody::Dynamic component to the same object in another render frame, then the...

C-Bug
D-Difficult
P-Medium
S-not-started
A-Integration

Resolves #352 Adds `is_sliding_down_slope` to both `MoveShapeOutput` and `KinematicCharacterControllerOutput` Needs to wait for https://github.com/dimforge/rapier/commit/11d145b11ac24942d7d9c7e30df773d305a540a8 to be added to a release

Rapier's `EffectiveCharacterMovement` will have a field `is_sliding_down_slope` that is true when the kinematic controller entity was sliding down at least one slope last frame (and the slope is steeper than...

So I've hit some funkyness with the conservation of energy during simulations. Windows 10 - Window focused Conserves all energy (even with rounding errors) - Minimizing frequently Conserves rather well...

C-Bug
D-Difficult
P-Medium
S-not-started
A-Integration

Detection for despawns/removed components are now backed by events (#324). However, since events only persist for 2 frames, they will likely be missed by a fixed timestep simulation with low...

C-Bug
D-Medium
P-Medium
S-not-started
A-Integration