Comments (4)
Yup! Works great, thanks for the fast change!
Here's what I'm working on:
It's an early prototype for an RTS style game, but it's more experimentation than anything else. You can move the camera if nothing is selected, you can move an entity if it's selected, and that's basically it haha.
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Good call, yeah, I didn't put much thought into exposing the pick information.
My approach has been to make a system with mut query: Query<&mut SelectablePickMesh>, and then iterate over the query and check for selected, but it turns out it's a private field and it can't be accessed.
That sounds like the right approach to me! I'll add a public getter function.
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@guimcaballero Let me know if this change works for you.
Edit: I'd love to see what you made when you get it working!
from bevy_mod_picking.
@guimcaballero That is super cool! You should post that in the bevy discord showcase channel!
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Related Issues (20)
- Unable to get location for pointer Touch(0) HOT 3
- `bevy_ui` debug overlay broken HOT 3
- Bevy UI node with Display::None is always hit
- HighlightPluginSettings "is_enabled" Private Field
- keyboard_input : Res<Input<KeyCode>> - not working after import of bevy_mod_picking HOT 1
- transparency and overlapping problems with sprite picking HOT 1
- bevy_ui backend does not work with `TargetCamera` HOT 7
- Single click also fires drag events HOT 1
- [XPBD] Cannot select Kinematic Bodies
- `Option<ForceTouch>` to pointer events
- Picking doesnt work on adjacent 2d meshes (`backend_raycast`) HOT 2
- Click handlers not firing on mesh HOT 3
- PickingInteraction isn't changing colors in many buttons.
- Make bevy_render optional
- Crate features: `debug` depends on `backend_bevy_ui` being enabled
- Picking should take the sprite's rect into consideration. HOT 1
- Unexpected `Pointer<Drop>` hit position
- Approximately 25 % probability that ```Pointer<Drag>``` will always be executed before ```Pointer<DragStart>```
- UI nodes without rendered geometry blocks picking
- Support for Text2dBundle
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