Closed musjj closed 1 week ago
Yes, thats something that lied in my conscience for a while. I didn't really figure out what the best solution for this is, but what you are suggesting makes sense. I will see if I can implement it asap :3
Wow thanks a lot, that's really fast!
What exactly do I need to add to achieve UiDefaultPlugins
minus the DefaultPickingPlugins
? Should I add UiGenericPlugins::<MainUi>
plus UiLogicPlugin
?
Though tbh, I feel that it's better to just not add DefaultPickingPlugins
in any of the plugin groups and let the user add it themselves. It's a pretty big group. Actually, skimming through the code, I think that bevy_lunex
doesn't really need to depend on anything beyond bevy_picking_core
.
@musjj Maybe. But these are minor details which will be addressed once 0.15 lands. Bevy mod picking is getting up-streamed, so I any further changes are pointless. It will soon be native to Bevy :)
What exactly do I need to add to achieve UiDefaultPlugins minus the DefaultPickingPlugins?
Everything except the DefaultPickingPlugins that you can find in the source code. Ex.
UiGenericPlugins::<MainUi>
+ UiLogicPlugin
+ (UiLunexPickingPlugin
) (Just backend for Picking Lunex nodes)
But these are minor details which will be addressed once 0.15 lands
Alright, that makes sense :)
Everything except the DefaultPickingPlugins that you can find in the source code
Thanks this works!
I have configured
bevy_mod_picking
in my project like this:But unfortunately,
bevy_lunex
hardcodes thebevy_mod_picking
plugin making it completely incompatible with my project.IMO this should generally be considered an anti-pattern. Plugins should generally not automatically add other plugins (unless it's something internal that the user will never use). Maybe consider using a
PluginGroup
instead which gives the user more control.Or better, don't add it automatically and instead add a note in the documentation that this plugin depends on
bevy_mod_picking
and include a snippet for setting them up.