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Colliders not at correct position if added after Transform component #289

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3than3 opened this issue Nov 24, 2022 · 0 comments
Open

Colliders not at correct position if added after Transform component #289

3than3 opened this issue Nov 24, 2022 · 0 comments
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A-Integration very bevy specific C-Bug Something isn't working D-Medium P-Low S-not-started Work has not started

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@3than3
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3than3 commented Nov 24, 2022

It seems that if I add a Collider component to an entity after I insert the transform (for example from another system) then it does not 'move' to the correct position, it just stays at position (0, 0). This can be fixed by re-adding the Transform component, which then updates the colliders position

Crate versions:
bevy = "0.9"
bevy_rapier2d = { version = "0.19.0", features = [ "simd-nightly", "debug-render" ] }

Minimal reproducible example: https://github.com/Ox512/collider-issue

@Vrixyz Vrixyz added C-Bug Something isn't working D-Medium P-Low S-not-started Work has not started A-Integration very bevy specific labels May 24, 2024
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Labels
A-Integration very bevy specific C-Bug Something isn't working D-Medium P-Low S-not-started Work has not started
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