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As a new user opening rapier, it can be overwhelming to see `Real` used everywhere, rapier uses heavily generic code, so thriving to limit indirection can help.
```rs
// This can be gated behind a…
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# SET PIECES @yooaudrey
- [x] Basic Table
[table-1.ase]
[table-1.png]
- [x] Basic Chair
- [x] Bookshelf
[bookshelf-1.ase]
[bookshelf-1.png]
- [x] Standing Candelabra
- [x] Treasure Chest
- [x] …
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I'm trying to test out rapier.js for the first time, and according to the [Getting started docs](https://rapier.rs/docs/user_guides/javascript/getting_started_js), I should be able to use the `testbed…
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See Rapier's [`ActiveCollisionTypes`](https://rapier.rs/docs/user_guides/bevy_plugin/colliders/#active-collision-types)
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Hi,
What's the result of executing the RapierSpec.kt and where to find this result?
I want to test Rapier, so i created a new kotlin class and i followed the steps described on README.
The proble…
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when i move around or change the pointer direction, the textures on InstancedRigidBodies vanish. it works fine with instances from drei.
"@react-three/rapier": "^1.3.1",
"three": "^0.165.0",
"nex…
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(Tested by setting external to 0% and with both SWE and Waterfall Restock together) Engines that don't have their Waterfall/Stock sounds removed are: All jet engines except Rapier when in closed cycle…
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To repro:
- Add a dynamic rigidbody
- Configure rapier so that gravity is disabled (`Vec3::ZERO`)
- Wait for the rigidbody to go to sleep
- Enable gravity
And observe the rigidbody floating m…
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I am encountering an issue in React Three Rapier where a BallCollider passes through a HeightfieldCollider without any collision detection. This issue does not occur when the HeightfieldCollider is re…
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Hello,
I really like this project, but one of the important things that appear to be missing for potential games and simulations is colliders on the terrain. Rapier contains a collider type that se…