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**Is your feature request related to a problem? Please describe.**
0.7 changes effect scheduling to automatically batch effects, and to run them asynchronously, as determined by whichever async run…
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> We should look into CI enforced yml formatting
_Originally posted by @BenjaminBrienen in https://github.com/bevyengine/bevy/pull/16147#discussion_r1824829129_
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I would like to use this with my terrain crate, bevy_mesh_terrain, and if so then I could feed in the Parry3d colliders that my terrain system generates. However... can i do that? I dont want to loa…
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Edit: The links the the donation section on the home page use the browser-default color, instead of the Bevy themed one.
~~The link "The Quick Start Guide" is `rgb(124, 144, 255)`, while the link "…
BD103 updated
6 months ago
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I'm currently trying to migrate this to the current Bevy version, but I'm struggling to get it working.
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See https://github.com/DGriffin91/bevy_mod_mipmap_generator for prior work.
Note that supporting Glbs requires unpacking them into Gltfs and extras, applying the mipmap generation, and then repacking …
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I have a game that has a single 3d camera, a 3d scene, and also ui nodes. Without using bevy_editor_pls the ui overlays over the 3d scene.
If EditorPlugin::default() is added, then the game view d…
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moving #33 2d camera two-pass stuff to here to split off from mode7 stuff.
Goal: update the MoonLightSource based on a new non-static entity that represents the moon as a circle. (not just the stat…
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My plan is to split the repo into the following crates:
* `bevy_reactor_core` will contain Mutable, Signal, Derived, and tracking scopes.
* `bevy_reactor_views` will provide View and all the vario…
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```
thread 'Compute Task Pool (3)' panicked at /Users/REDACTED/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_editor_pls_default_windows-0.8.0/src/cameras/mod.rs:437:64:
called `Result::u…