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Update to Bevy 0.12.0 #488
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I have a branch in a "compiling but seemingly not even close to working" state here: https://github.com/rparrett/bevy_ecs_tilemap/tree/bevy-0.12. Unfortunately, the migration seems pretty involved and Bevy's migration guide leaves a lot to be desired. There were massive changes to rendering and I don't have time to become a rendering expert. I know the author is also very time-constrained. But I may have a few hours tonight or tomorrow to investigate. Last update 👋 @mwbryant did most of the work. Any chance you're still working with |
I'll take a look at the branch and see if I can fix it. |
since people are piling on various issues.. i'll also add that compiling for web target/wasm is failing a bunch of different ways now. For some reason isn't getting picked up by Rust Analyzer.
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The troubles in my branch are definitely coming from not properly migrating bevyengine/bevy#9236 ("reorder render sets"). Someone wanting to help out might want to try to do the migration incrementally, starting there. In that branch I did the bare minimum to get things compiling, but it seems like |
I've also tried and failed to update to 0.12 yesterday: https://github.com/ulfhermann/bevy_ecs_tilemap/tree/bevy012 |
Any progress on this? |
I've started my own attempt, doing things incrementally as @rparrett suggested, right now I only got up to the commit right before the PR mentionned above, I plan to spend the day on it we'll see how far I get |
Quick update : I got past this commit with some examples working, and others broken Non-exhaustive list of examples :
I tried to compare specifically Another lead I have for debugging is the Also please note that while working on this, it seems obvious that the way this crates does things (generating meshes for chunks for optimization) should be deeply re-worked with the new way bevy does instancing in mind, but this is beyond my abilites right now. What I did was more like trying some things out and stumbling on something that half-works without understanding much of what I was doing. Can't work on this until at least a few days but I hope my attempt can somehow help someone picking this up |
Not from me, sorry. My bevy time has been spent fighting other bevy 0.12 bugs that are blocking my own projects.
That's great!
This issue is also present in your commit |
Here's my incremental branch: https://github.com/rparrett/bevy_ecs_tilemap/tree/bevy-0.12-incremental I never got "render sets" working, but my |
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Ah, right. I pushed my progress in edit: edit: Okay, so the frustum culling issue was specific to my migration of the affine3a stuff. But my version also lacked a bug that eliott's had. this line should be |
Just a couple notes for anyone playing along:
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I'm trying this out as well. Here's a link to my branch so far: https://github.com/divark/bevy_ecs_tilemap/tree/0.12-fixes My methodology is as follows:
Currently, I'm stuck on trying to figure out how to work around the removal of anyhow errors from this PR: bevyengine/bevy#10003. Though, this might be a bug: bevyengine/bevy#10350. If anyone has an idea on how to work around this in the meantime, let me know. I'd be happy to collaborate in any way to get this working as soon as possible. EDIT: Found a workaround. Still going strong. EDIT2: Okay, I got everything to compile, and it looks like most of the examples work as-intended. I put up a PR with these changes: #489. More testing would be greatly appreciated, just in case I missed anything. |
Eagerly awaiting this T.T |
The Bevy 12 branch is merged in a release will go out in the next few days please let me know if you notice any issues in the meantime. |
The main branch with the 0.12 changes has worked well for me. I only noticed one small performance issue that occurs when transitioning from my main menu to in-game (the point where the tilemap is displayed). For some reason it hangs in a Vulkan driver function MainCRTStartup for about 300ms before displaying the tilemap and everything else. This did not happen with Bevy 0.11, but I have no evidence that it is caused by the tilemap crate. |
When will you release it? |
I've been using the master branch (12) for a while; I also confirm that it works fine. |
So far so good. Looking forward to the crate release. |
How to use an unreleased package locally? Like python's |
You can specify a git dependency like
In your |
v0.12.0 is out now this should be fixed. |
I also get these problems. I am using 0.13.0
and building with this: "cargo" "build" "--lib" "--target" "wasm32-unknown-unknown" |
See #516 |
Thanks very much. I found out, that in a clean new install, as soon as you add inspector it has these problems. So I made the inspector depending on not-wasm |
Bevy 0.12.0 has released, please update to it.
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