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This can improve interoperability with other plugins.
See this discussion about ggrs: https://github.com/jcornaz/heron/discussions/168
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**Is your feature request related to a problem? Please describe.**
When a player joins or leaves a server, we must remake the P2P session with the appropriate amount of people (https://github.com/gsc…
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When a rollback is triggered, `bevy_ggrs` restores a saved world snapshot. It updates components by first removing them, and then adding them again. This triggers all queries with `Added` or `Changed`…
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**Describe the bug**
The `Sprite` component doesn't seem to be respawned when
despawning an entity with `.despawn_recursive()`.
Other components like `Transform` and custom Components
get properly…
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**Is your feature request related to a problem? Please describe.**
In some cases, it would be convenient to be able to send one-off events as part of the input struct:
```rust
struct Input {
…
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I would like to use enums in `Config::Input` to differentiate different possible inputs.
`Config::Input` is requiring on `Pod`, which has a lot of constraints, main one is that any bit patterns sho…
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Right now, if we were to use the provided bevy plugin, we would need to write most of the game logic outside of bevy's ECS. It would be good to integrate crystalorb with bevy's ECS.
See other simil…
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When a player joins a room, if the rest of the players quickly leave and rejoin to create a new session together, often the new player will see some or all of these disconnect and reconnects out of or…
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## Bevy version
v0.9.1
## What you did
The documentation for `ReflectComponent` currently reads:
```rust
/// Uses reflection to set the value of this [`Component`] type in the entity …
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taking a quick look through the code, and it seems as though the code is being run through a custom rollback netcode implementation written in typescript. However, wouldn't typescript be a bit slow? I…