Comments (1)
accumulator
(and queued_steps
) are now public on main. PhysicsLoop
is technically in the docs (here) but it's very obscure, so I'll add proper docs for it and some other scheduling things at some point.
from bevy_xpbd.
Related Issues (20)
- Rotational motion ignores center of mass HOT 3
- TriMeshFlags in AsyncColliders
- Entity are overlapping at spawn, which can result in explosive behavior. HOT 2
- ColliderDensity of 0 causes cast_ray to panic
- Support for joints with with local frames (anchor position + rotation) HOT 2
- [feature] Support for child entities enacting force on parent `RigidBody` HOT 2
- Unstable joint when attached body has multiple colliders
- Debug render axes "dot" is hard-coded to 0.5 radius in 2D
- Children entity collision handling is *weird*.
- Support for use within Bevy's FixedUpdate schedule? HOT 2
- Velocity decaying to zero causes sensors to stop colliding HOT 1
- Fluid Simulation HOT 3
- Spawn non-colliding entities HOT 5
- Collision between the character and the square in the kinematic_character_2d is wonky
- Disabling Collision of Bodies Connected with a Joint
- Make Sensor Component storage type a SparseSet
- allow `AsyncSceneCollider` to take non-computed `Collider`s
- Negative scale on transforms causes collider to stop detecting collisions.
- Raycast Does Not Follow Entity Transform Without Rigidbody
- Scaling of parent entity not effecting child collider HOT 3
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from bevy_xpbd.