Sirmadeira
Sirmadeira
This issue doesn't occur solely with animations. It occurs with any type of entity that has a skeleton animation. In my case scenario, I have a player following camera. And...
Really cool, please accept the merge this will make the logic behind blended mask nodes. Way easier to implement
@alice-i-cecile Sorry for the annoying ping, may I adopt this? I am not sure if this is still ongoing. I literally made my rtts a few x transforms away from...
@UkoeHB If you dont mind me asking what was the reason for the block?
@AndrewCS149 Please check it out and give me some good critique
The issue is simple and it is also described at bevy xpbd docs at https://docs.rs/bevy_xpbd_2d/latest/bevy_xpbd_2d/#why-does-my-camera-following-jitter Basically since the most physics systems are stored in the PostUpdate status system, the transform...
Sorry for the delay, to see the jitter you need to apply a force to the collider itself. Not move it using the transform method. As that will teleport it
Might be minimal in calculation of forces BUT when applying huge forces or constant velocities it gets louco. I think I found a solution I create a state that will...
I am gonna make that after i finish my physical modular character, SO i am gonna say on sunday i open a pull request
From what I can see ActionState, carries a sub private field that tells that specific action state is disabled. Problem is that the field is private perhaps a quick pr...