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How can I get global input in bevy?

I am trying to make a music player with Bevy and Rust. I want to use global input to check if the play/pause button has been pressed even when the window is not in focus. I've tried using a number of ...
Mr. Sja's user avatar
  • 13
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0 answers
13 views

bevy_rapier external impulse sometimes doesn't work

I'm writing a simple 2d game in Bevy, using bevy_rapier (This problem occurs under Bevy 0.14 and 0.15, with bevy_rapier 0.27 and 0.28). In my game, the player receives a bounce after hitting the ...
Thomas O'Dell's user avatar
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0 answers
18 views

KinematicCharacterController.Translation not moving object

use bevy::prelude::*; use bevy_rapier2d::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugins(RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(100....
bilberry goat's user avatar
0 votes
1 answer
81 views

Why doesn't rapier3d collision detection work in bevy engine?

I am developing a game using bevy 0.14. I am slowly progressing through the manual. I tried to detect collisions using rapier3d. Since there is no response, I want to check if the settings are ...
최윤석's user avatar
0 votes
1 answer
82 views

How to switch Bevy engine from f32 to f64 type?

I want to switch the type for translation across all components of my project. I know there are special f64-based types, but how to enable them for the entire engine? For example for the Transform ...
Vladimir Alinsky's user avatar
1 vote
0 answers
27 views

How to orientate the transform of a segment from a starting and ending point in bevy

I am trying to represent the segment of a cube, however i fail to create a way to orientate segments depending on their starting position and ending position. What I've come up so far is to get the ...
recouer's user avatar
  • 89
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0 answers
74 views

Bevy instance example causes instance position to be inherited when new pbr entity is introduced

I'm running the bevy webgpu shader-instancing example with only the following addition: commands.spawn(PbrBundle { mesh: meshes.add(Sphere::new(0.2727).mesh().uv(10, 10)), material: materials....
Krupip's user avatar
  • 4,841
0 votes
0 answers
121 views

Players can't accept network messaging session

I have been working on a p2p game using the bevy engine and the steamworks-rs bindings. Connecting to the steam servers and joining lobbies works just fine, but I can't seem to get networked messages ...
Sigma's user avatar
  • 70
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0 answers
79 views

Audio_bevy: bevy doesn't replay audio after it finishes (Bevy 0.14.1)

I'm using bevy 0.14.1 to create a small game and I have some problems with the audio. In my game, there is a character that takes coin. Each time an user takes a coin, a sound must be played. I ...
Javier's user avatar
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1 vote
1 answer
77 views

Is using a function to manipulate a Cell<T> a code smell in Rust?

I've spent some time developing a new project in rust. I have a problem understanding whether I am using a Cell in the right way. This is my current problem, generalized. I need access to a struct ...
Nicola Picarella's user avatar
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0 answers
107 views

How can I use lifetime annotations to avoid these clone()?

I'm working on a clone of Flappy Bird. I'm using Macroquad.rs and Bevy ECS. However, I've been using a lot of cloning operations when handling textures for the bird and barriers. I tried simply adding ...
ozqs's user avatar
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0 votes
1 answer
232 views

I query an optional component mutably in bevy and it compiles but does not modify it. Why?

The unofficial bevy cheat book explains how queries work: The first type parameter for a query is the data you want to access. Use & for shared/readonly access and &mut for exclusive/mutable ...
lucidbrot's user avatar
  • 6,098
0 votes
1 answer
72 views

What is wrong with my voxel terrain generator. Terrain generator is not making seamless terrain

So as the title says, I'm making a voxel engine using rust and bevy and I am currently working on the terrain generation. I decided to use a heightmap that was made using simplex noise. This is how a ...
Kingdawnage's user avatar
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1 answer
96 views

How are event handlers with unknown number of parameters done in popular crates?

I'm noticing more and more often that different rust crates use registration of event handlers with any set of parameters the user wants, not the library developer. I have seen this in the following ...
John Darkman's user avatar
1 vote
1 answer
173 views

Rust Bevy cannot run the release executable file; missing libbevy_dylib

I built Bevy on Ubuntu, but when I try to run the executable file in the target/release folder, it logs the following error: ./BevyPractice: error while loading shared libraries: libbevy_dylib-...
monok's user avatar
  • 21
0 votes
1 answer
181 views

How to move a NodeBundle In bevy

I have a node bundle like this: commands.spawn(( NodeBundle { style: Style { position_type: PositionType::Absolute, height: Val::Px(100.0), ...
Edgar's user avatar
  • 101
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0 answers
41 views

Importing bevy assets inside pseudo "microfrontend"(Nextjs multizones)

I have a bevy app, that I want to rewrite to Nextjs multizones. Here's my next.config.js: async rewrites() { return [ { source: '/wasm-shuttle', destination: https://bevy-...
Wiktor Kujawa's user avatar
0 votes
0 answers
127 views

Using bevy 3d results in error spam from WGPU-HAL

The exact error message I am getting: 2024-06-10T19:28:29.823391Z ERROR log: wgpu-hal heuristics assumed that the view dimension will be equal to `D2` rather than `D2Array`. `D2` textures with `...
Snek's user avatar
  • 199
0 votes
1 answer
93 views

How can I edit the transform component of a child entity?

I have a TextBundle as a Children of an Entity with a SpriteBundle. I want to change the transform of both of these in a query, I tried something like this: mut query: Query<(Entity, &Creature, ...
Bjørn Pollen's user avatar
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0 answers
201 views

error while trying to run bevy fragment shader

I'm trying to achieve a pixelated look to a 3d render in Bevy 0.13.2. After some tutorial following I've ended up at this for my Bevy side code: #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] ...
NewUser69420's user avatar
1 vote
1 answer
82 views

How can I re-use the same plugin but with differents parameters?

To continue my learning with Bevy (game engine programming in Rust), I wanted to create a custom plugin where I can pass parameters directly. Everything works well! I wanted to add the plugin twice ...
spacecodeur's user avatar
  • 2,406
0 votes
1 answer
159 views

bevy children looking at other entities

Hi have a simple system where I bundle a Marker component in with the player which all of the watchers look at. This code allows for the marker to be anywhere from the parent down at any child level. ...
stevemarvell's user avatar
1 vote
1 answer
107 views

Make subdivisions for a plane3d in the Bevy game engine v0.13

In the latest version v0.13 of the Bevy game engine, how do you go about making a mesh from a Plane3d shape with specified number of subdivisions? In v0.12 you could do like this: let mut mesh = Mesh::...
Claudijo's user avatar
  • 1,351
0 votes
0 answers
159 views

How to Improve Mesh update times with Bevy, WGPU, and WGSL

My Goal I am trying to make a terrain system with a LOD system using a modified surface nets algorithm. I build the terrain using a voxel octree which makes updating the terrain from player movement, ...
Elliott's user avatar
  • 39
1 vote
1 answer
190 views

Trying to render a checkerboard with Bevy

I'm trying to render a checkerboard (or make a grid-based system in general) in Bevy. I have this component: #[derive(Debug, Component)] /// Defines a single grid. /// As `Cell` is a term used in Rust ...
Eray Erdin's user avatar
  • 3,129
0 votes
1 answer
474 views

Bevy loading assets relative to debug binary instead of project root

I'm getting the following error when loading a GLTF model: ERROR bevy_asset::server: Path not found: /path/to/project/target/debug/assets/model.glb I'm loading the model with commands.spawn(...
The Bic Pen's user avatar
  • 1,138
0 votes
1 answer
350 views

Extract icons from exe in Rust?

I have the path to an exe. How do I get a Vec<RgbaImage<u8>> of the images contained within? I'm fine using Windows-specific APIs. I'm also using Bevy, so math structs from that is ...
TeamDman's user avatar
  • 1,005
0 votes
1 answer
79 views

Unexpected behaviour when reading buffer in gpu land (wgsl)

Using the bevy engine I have made an octree that I am serialising and writing to a buffer: #[derive(Serialize)] pub struct Octree { pub root: [u32; 3], pub width: u32, pub leaves: Vec<...
NewUser69420's user avatar
0 votes
1 answer
48 views

How to swap color materials in an update call?

During bevy setup, I've spawned multiple rectangles with two different colors. How do I update these rectangles with a new color material? // in setup commands.spawn( (MaterialMesh2dBundle { ...
kockburn's user avatar
  • 17.6k
1 vote
1 answer
535 views

Running the bevy breakout example in WSL

I am trying to run the bevy breakout example on a Windows PC with Ubuntu inside a WSL shell. I followed the bevy quick start guide. But I get this error: Command: cargo run --example breakout Message:...
OutOfCoffeeException's user avatar
-1 votes
1 answer
51 views

Ron file not detected by browser

I am trying to compile foxtrot app( with my modifications) to WASM. I have found most of the problems with Vulkan, OpenGl and WPU. Now I have another one. It seems that the browser doesn't see ron ...
Wiktor Kujawa's user avatar
0 votes
0 answers
175 views

Aligning mesh to a dynamic rapier 3D rigidbody

Here I load the gltf file into the world and make rigid bodies for it, but when the rigidbody is dynamic then the visual mesh stays in air and the rigid body falls on the ground What I am trying to do ...
vvl1m's user avatar
  • 11
0 votes
1 answer
66 views

bevy 0.12 keeps creating bevy-render 0.11.3<

I wanted to modify and build this app to wasm: https://github.com/janhohenheim/foxtrot/tree/v0.3.0 After some refactors I have removed particles plugin, added my own features and now want to build it ...
Wiktor Kujawa's user avatar
1 vote
1 answer
204 views

Confused about the timing of event updates and consumption in Bevy

I am trying the following code to learn about the Event in the Bevy engine: use bevy::prelude::*; use std::io::{self, BufRead}; use std::time::Duration; fn runner(mut app: App) { let stdin = io::...
youzheyin's user avatar
0 votes
1 answer
101 views

Copy from Render World to Main World using Bevy 0.12/0.13

I would like to copy a resource from the render world to the main world. How can I achieve this? e.g., I have a resource like this: #[derive(Resource, Clone, Deref, ExtractResource, Reflect)] pub ...
Corylus's user avatar
  • 867
1 vote
2 answers
482 views

Request data from webserver at runtime Rust/Bevy/Wasm

I have a small game on my website and im trying to implement a leaderboard. For this to work, I need to fetch the high scores to compare the current score to and then post back the updated list when I’...
shakesbeare's user avatar
0 votes
1 answer
55 views

mapping and reading buffer does not give expected outcome

I am trying to run a simple test compute shader. But when i map the buffer the shader modifies i get back all 0's. Instead of the expected outcome of numbers[index] = numbers[index] + 2u it also does ...
NewUser69420's user avatar
2 votes
0 answers
98 views

What is AssetMetaCheck?

I am reading https://github.com/PraxTube/magus-parvus. https://github.com/PraxTube/magus-parvus/blob/e91e2428d7e63abee6c400320256185315fbb219/src/main.rs#L36 .insert_resource(AssetMetaCheck::Never) I ...
shingo.nakanishi's user avatar
0 votes
0 answers
90 views

getting modified buffer from compute shader

so i am trying to write some compute shaders but this is my first interaction with anything gpu. So the problem i am having is that i am not getting the results back from the shader. here is my code ...
NewUser69420's user avatar
1 vote
2 answers
157 views

How to get the computed mass of a Collider in Bevy / Rapier3d?

I have a Mesh with a ConvexDecomposition Collider using bevy_rapier3d. How can I figure out the mass that rapier computes for this collider? My code looks something like this: fn asset_loaded( mut ...
ChrisB's user avatar
  • 3,684
0 votes
1 answer
226 views

trouble with using compute shaders for bevy 0.12

I am trying to just test out the compute shaders so I'm trying to add 2 arrays together but I get this error during run time: thread 'Compute Task Pool (6)' panicked at C:\Users\bramb\.cargo\...
NewUser69420's user avatar
0 votes
0 answers
91 views

faster way to iterate through a chunk of voxels in rust?

so i am making chunks of voxels (128x256x128) and need to iterate through those positions to first create the voxels: for x in 0..=width { for z in 0..=depth { let noise_value1 = noise.get(...
NewUser69420's user avatar
0 votes
1 answer
284 views

Bevy first-person player model is not visible

I've been trying to make an FPS game with bevy. I ran into an issue on the second day, which is that if I attach the player's arm and weapon model to the camera, then it is not visible. It appears ...
Yousaf Wajih's user avatar
0 votes
0 answers
36 views

Rigid body in player add velocity to it

I have the following function that well spawn my player and adds a little physics to it rigid body and so on fn spawn_player(mut commands: Commands, assets: Res<AssetServer>) { let player = (...
INGl0R1AM0R1's user avatar
  • 1,628
1 vote
0 answers
44 views

cannot borrow `element_childre` as mutable more than once at a time `element_childre` was mutably borrowed here in the previous iteration of the loop

I have this code. children are from Bevy query. let mut array_of_elements = vec![]; for &child in children.iter() { let result_element = ...
Wiktor Kujawa's user avatar
-1 votes
1 answer
79 views

captured variable cannot escape `FnMut` closure body `FnMut` closures only have access to their captured variables while they are executing

I have this code. children are from Bevy query. let array_of_elements = children.into_iter() .filter_map(|&item| { match element_children....
Wiktor Kujawa's user avatar
0 votes
0 answers
126 views

Pass bevy children query elements array to function

I need to pass an array of children to function. I tried it in two ways: By pushing children to previously created mutable array. with iterator fn object_interactions( mut dialog_query: Query<...
Wiktor Kujawa's user avatar
0 votes
0 answers
361 views

How to create a custom Bevy bundle from a bundle with custom material

My goal is to create a custom Bevy bundle that extends a built-in one so that I can reuse it. I start with MaterialMesh2DBundle which I've modified to have a custom fragment shader by changing the ...
Soma's user avatar
  • 359
3 votes
0 answers
195 views

Seams on noise WGSL shader, porting gdshader to wgsl (bevy)

left is wgsl, right is gdshader Bevy MRE here I am trying to port a water shader written in gdshader to WGSL (in Bevy). However I noticed that there is some seaming going on. After some time I figured ...
Racid's user avatar
  • 383
2 votes
1 answer
371 views

Can I stop Bevy from using the CPU when there is no need to redraw the screen?

I'm just looking at the examples in Bevy, and I tried one of them with $ cargo run --example blend_modes -r and I noticed that it shows 30% CPU usage even when the screen does not change. I think ...
MWB's user avatar
  • 12.4k

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