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@dimforge/rapier3d-compat has been released - creating this issue to track updating rt/rapier and exposing new functionality.
https://github.com/dimforge/rapier.js/pull/273
Looking at the release no…
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Putting 4 cylinders into a compound collider has some very odd collision behavior:
https://user-images.githubusercontent.com/2748981/160272665-44df6ac1-6935-4393-b9c2-6520e2230d87.mp4
It also ha…
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Hello, so this specific component. Is broken
https://docs.rs/bevy_rapier3d/latest/bevy_rapier3d/geometry/struct.CollidingEntities.html
Doesnt seen to be working as expected . As you can see in t…
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means headless server can't(don't want) load mesh.
and bevy_rapier3d's async-collider feature(i believe this is mesh collider module) depends on mesh assets.
means network game can't use mesh col…
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The 0.10.0 example uses the "from_agent_and_bounds" helper method that is set to release with 0.11.0. Naturally, it doesn't compile without this.
It also throws an Unsatisfied Trait Bound on bevy_r…
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Found a bug where `RigidBody.lockRotation` and `RigidBody.lockTranslation` do not unlock when sent `false` on its `locked` argument.
If its not a bug, because the functions are not supposed to allo…
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Sorry if I've missed it, but I cannot find a branch or tag that tracks a version of bevy_rapier which is compatible with bevy 0.14.0 release candidates.
I poked around and noticed that branch dep…
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Code such as that found at https://docs.rs/bevy_rapier3d/0.11.0/src/bevy_rapier3d/physics/rigid_body_component_set.rs.html#65 is redundant and induces pointless performance overhead
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I have a app that do physics simulation of around 10,000 to 1,000,000 balls in a scene. Parallelism seems like a good way to boost performance. I add rapier in `Cargo.toml` like this: `rapier3d = {ver…