bevy_rapier
                                
                                
                                
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                        Official Rapier plugin for the Bevy game engine.
There is `contacts_enabled` flag that all joints have. For some reason, only `SpringJoint` builder has this method exposed[^1]. Is there a reason for it? [^1]: https://docs.rs/bevy_rapier2d/latest/bevy_rapier2d/?search=contacts_enabled
`WriteRapierContext` should be suggested too.
It would be interesting to have physics running in a background task over a few frames, and using interpolation to smooth results. We could have a physics world simulating at...
So I made this dummy code example using - bevy 0.15.0 - bevy_rapier: 0.28.0 ```rust use bevy::pbr::MeshMaterial3d; use bevy::prelude::*; use bevy::render::mesh::Mesh3d; use bevy_rapier3d::prelude::*; use game_flori::camera_0::*; #[derive(Component)] struct TheSphere; fn stop_fall(mut...
- instant should not be in tree, from https://github.com/dimforge/bevy_rapier/pull/595 - upstream is working on removing this dependency: https://github.com/dimforge/rapier/pull/767 Currently we ignore the cargo deny check failure explicitly in deny.toml, when...
- Once we're using bevy 0.15, let's take advantage of `RequiredComponents` They should help with avoiding misconfigurations, clarify dependencies, remove some error-prone logic, and potential frame delays on components additions:...
I would love a method that could handle bevy's asynchronous asset loading. Currently a game developer must manually load the assets, make sure they're fully loaded, then instantiate the collider...