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Working on a relatively large project that worked just fine on bevy_rapier 0.11.0 but only shows this panic since updating to the latest bevy (0.5->0.6) and bevy_rapier (0.11.0->0.12.1) release!
Sp…
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Hi. I'm interested in using the bevy_rapier2d plugin in a new project. I know the integration is early days, but it would be nice to see a simple example of a full integration.
The place where I'm …
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No progress seems to be made, and memory use grows rapidly (>1GiB/s in release). Perhaps the broadphase needs a special bucket for unbounded colliders?
self-contained repro
```rust
use rapier3d…
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Hey folks,
I tried to give it a try again and run the examples today and wanted to work on something that @sebcrozet mentioned [here](https://github.com/dimforge/rapier/issues/316#issuecomment-11097…
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## What problem does this solve or what need does it fill?
In my game i would like to store a few variables in the gltf "extras" field in blender and use them to set physics properties on the creat…
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Despawning an entity with a rigidbody causes the following panic:
`thread 'main' panicked at 'Attempting to create an EntityCommands for entity 570v0, which doesn't exist.', C:\Users\USER\.cargo\reg…
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Rapier 0.12.0 introduced the emission of `CollisionEvent::Stopped` events after a collider is removed.
This seems to work for non-sensor collisions. But for contacts where the other (non-removed) c…
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Thanks for the great crate. I am currently facing an issue while trying to inspect rapier2D-specific components such as `RigidBodyPosition` or `ColliderType`. The message *Inspectable has not been def…
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I feel this is a bug, I've tried to fix my code but I can't get it to not panic on certain collisions
Code excerpts:
# `main`
```
App::new()
...
.add_plugins(DefaultPlugins)
…
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I use rapier3d::prelude::NarrowPhase directly and its method contact_pair needs access to the inner ColliderHandle. Could we accommodate for this?
```
--- a/rapier/src/lib.rs
+++ b/rapier/src/li…