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Collider debug lines are rendered behind the model #345
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Here is an example when terrain is present: out.mp4 |
Looks like this is already fixed as of #340 , so you could use the master branch until 0.22 is released. |
As far as I can tell, @devmitch is right. #366 was filed as an attempt to fix this issue but I can't find any difference between the current master branch and that PR. For more details on my testing, see #366 (comment). So my recommendation (unless my testing is missing some kind of edge case that #366 addresses) is to close both this issue and #366. |
That said, |
Actually, wait... something dreadfully wrong is happening with 0.21.0, even when I've borrowed from the "getting started" instructions and added a falling bouncing ball to my project, which already has some 3d scenery. On the latest master branch, with Once it lands and stops bouncing, it's partially obscured by a barrel: On 0.21.0, however, this physics object initially appears behind the wall as it falls to the ground, and once at rest, it seems to disappear entirely (even when I move my camera past the wall the ball was behind). Here's a screenshot as it's falling to the ground: So it seems that more than just |
You mean broken? I'm getting the same behavior on 0.21.0, where the debug renders go behind everything else, even in cases where it is closer to the camera. |
Update: since the release of To achieve the same effect, it looks like we can use the app.insert_resource(GizmoConfig {
depth_bias: -1.0,
..Default::default()
}) That said, I'm experiencing some weird bugs, e.g. when a collider's gizmo line extends from off-camera to on-camera, it sometimes isn't drawn... Not sure if this is a bug in |
As per the instructions in https://bevyengine.org/learn/migration-guides/0.10-0.11/. ## Notes * `bevy_rapier`'s new Gizmo-based debug renderer seems buggy, as lines seem to disappear when parts of them are off-camera. I mentioned this in dimforge/bevy_rapier#345 (comment). * It seems that all of my Blender scene's wall colliders going along the Y axis in Blender had a non-uniform scale applied to them. Previously this seemed to pose no problem (or perhaps it was a problem of a different kind that I never noticed) but the new versions of the dependencies appear to ignore the non-uniform scale, which caused problems, so I applied the scale in the scene to make it all uniform (afe2a78). * Spawning the player at the origin made them get stuck in the floor on respawn. Not sure exactly why this was happening (perhaps weird system ordering) but nudging the start position to be slightly above the ground fixed this (238e8d1).
I suspect that's fixed now ? Keeping open until verified. |
For some reason collider debug lines are always rendered behind geometry. This is especially bad when "ground" mesh is present because it completely covers debug lines.
Regular plugins init:
Adding rapier stuff when scene is loaded (in my case I need to add it only after snene is available):
And here is a result:
Screen.Recording.2023-03-17.at.13.40.09.mov
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