Michael Johnson
Michael Johnson
Hmm. I never tried to run it with react native but I assume some work will be involved to get it to run. It should run in a mobile browser...
It might make sense to convert the time related values to use `std::time` structs which should handle a much larger time period. https://doc.rust-lang.org/std/time/struct.Instant.html
Ok so I am using `IntegrationParameters::t` to keep the sim in sync with real time. ```rust let start = time::Instant::now(); ... while mechanical_world.integration_parameters.t < start.elapsed().as_secs_f32() { let real_elapsed = start.elapsed().as_secs_f32();...
I can make a PR. It was pointed out on discord that it might be best to avoid `std::time` as we might want to keep nphysics free of units. `std::time::Duration`...
You don't actually need to have the plugins running so can use this to disable them: ```rust // Bevy 0.8 app.add_plugins_with(DefaultPlugins, |group| { group.disable::().disable::() }); // Bevy 0.9 app.add_plugins( DefaultPlugins...
@starwolfy sorry I was using 2D. It seems like 3D has an extra runtime dependency I can't get rid of either. Edit: I updated the example with it working in...
@starwolfy yes it worked for me. Did you limit the bevy dependency to remove the default features? [bevy_rapier_renderless_updated.zip](https://github.com/dimforge/bevy_rapier/files/10094677/bevy_rapier_renderless_updated.zip)
This is happening consistently for me when I despawn say 10 entities at a time. I played about to see what changed and it looks like this happens when the...
A small correction that the fix should be `app.world.remove_resource::();`. Without this change I was experience a memory leak even after manually draining all the events I was using. --- On...
I believe you are almost correct. Consider this snippet: ```rust fn pan_camera( mut ev_motion: EventReader, input_mouse: Res, query: Query, ) { ... if input_mouse.pressed(pan_button) { for ev in ev_motion.read() {...