Aevyrie
Aevyrie
You can do this now using the built in bevy `world_to_screen` utility function. We do this to pin labels to objects in the world, by converting their `GlobalTransform` to screen...
I ran into this when implementing `bevy_framepace`. The solution I found was to track time in `RenderStage::Cleanup`. While not perfect, I found that this ended up giving me the best...
> I like the last version, but how would it work if we ever want to add more metadata to a scene that isn't just another entity? Top level sections?...
> Just a small note about external compatibility: RON isn't all that well supported outside of the Rust ecosystem. Until a fully-capable scene editor is available in some format, some...
So, this is really weird, but lag is reduced/eliminated in debug builds. I noticed this first when working on a single window test, where running without the --release flag actually...
I hope these new details can help to point toward the problem. Let me know if there's anything I can do to support debugging this if/when it becomes a priority.
Thanks for the reminder @memoryruins 😄 Release mode, note the how the indicator trails the cursor in the primary (grey background) window. I think it's most noticeable when the cursor...
> @aevyrie can you still reproduce this? FYI, I was attempting to repro, but ran into #4378. I will revisit now that it's fixed.
This seems to be resolved now on main. Can always re-open if this crops up again.
Sadly I can confirm it is still present, and appears that the secondary window is 1-2 frames behind the primary window. [2022-07-31-06 14 33.148422029.webm](https://user-images.githubusercontent.com/2632925/182012929-d6a99f45-8925-40dd-ad52-fc9a8d9dd8b4.webm)