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Official Rapier plugin for the Bevy game engine.

Results 167 bevy_rapier issues
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[There is an issue on bevy talking about using f64 for transforms.](https://github.com/bevyengine/bevy/issues/1680) There is the suggestion of using a "`RenderingOrigin`" of sorts to support the increase in precision on the...

[Example gist](https://gist.github.com/ian-h-chamberlain/4a5d497e99b69ceae7de58d3c8eb8b52) (based on the existing `player_movement2` example) In this example, pressing `Space` spawns new (unparented) colliders somewhere relative to the player transform, and pressing `Return` adds all unparented colliders...

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

As the title, fix the `transform_to_iso` to have an equal quaternion value. Currently, the result isometry has slightly different values so it's hard to make the app deterministic when setting...

Attempt to fix #249. Issue occurs when a collider has no parents and is not being attached to a rigid body. Since the entity has no parent it will not...

enhancement
D-Medium
P-Low
S-not-started
A-Integration

I've noticed that directly altering the rotation of an entity containing a `RigidBody` component is only possible around the z-axis; however, entities without a `RigidBody` (even entities containing a `Collider`)...

enhancement
D-Difficult
P-Low
S-not-started
A-Integration

When I update a `Collider` component, using one of the `**_mut()` methods such as `as_cone_mut()`, I find that the collider is never updated. Instead, I have to clone the `SharedShape`...

This is happening in my game where I'm attempting to reparent a collider to make a "merging" behavior for my game mechanic. Looking through bevy_rapier systems there doesn't seems to...

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

When using `Collider::convex_mesh()`, I seem to consistently get a center of mass "outside" the shape, causing the resulting body to behave incorrectly. The following is a simple repro case with...

C-Bug
documentation
D-Medium
P-Medium
S-in-progress
A-Geometry

I would like to spawn an entity and query over its mass in the same frame. This does not seem possible today; the only constructor for `ReadMassProperties` is `default()` which...

question
D-Easy
P-Low
S-not-started
A-Integration