Jerome Humbert
Jerome Humbert
Currently the number of point sources (attractor or repulsors) on the `ForceFieldModifier` is fixed at 16. This does not only limit the number of sources, but also forces a large...
## Bevy version 0.5 ## Operating system & version Windows 10 (Vulkan) ## What you did I've essentially followed https://gist.github.com/StarArawn/f4da80e06dfcefda90fde11d7f2d2c5d, adding a custom uniform block with a `Color` field in...
# Objective Document `World::clear_trackers()`. ## Solution Document the `World::clear_trackers()` method, and briefly how it's related to change detection and `RemovedComponents`. This is a follow-up from [this discussion](https://discord.com/channels/691052431525675048/749335865876021248/1039628807025479700) on Discord.
## Bevy version 0.9 ## What you did Upgrading from v0.8. The documentation of `WgpuSettings` still claims to use "the WgpuAdapterInfo resource", but `WgpuAdapterInfo` is not a resource since it's...
## Bevy version 0.9 and main ## Relevant system information ``` AdapterInfo { name: "NVIDIA GeForce RTX 2070", vendor: 4318, device: 7938, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "517.48", backend: Vulkan...
The docs point to deprecated functions like `dynamic_load_xinput()`. There's no mention of what I believe is the proper way, via `XInputHandle.load_default()` _etc._. https://docs.rs/rusty-xinput/latest/rusty_xinput/
Hi, I upgraded to 0.16 from an earlier version where I was using `DefaultRaycastingPlugin`, and nothing worked, the `RaycastSource` ray was always `None`. Turns out `build_rays()` was not called because...
# Objective Fix the use of `TypeRegistry` instead of `TypeRegistryArc` in dynamic scene and its serializer. Rename `DynamicScene::serialize_ron()` into `serialize()` to highlight the fact this is not about serializing to...
(reopened from bevyengine/bevy#8033) Here's a list of migration errors with no corresponding items in the migration guide: - The stageless migration really doesn't explain the basics of how to migrate...
The `set_progress()` (and discussed `set_elapsed()`) method allow you to move the animation to an earlier point than the one it's in currently. Traditionally for tick-based animation the tween will emit...