Physical vs. Logical coordinates are so CONFUUUUUUSIIIING!!
AAHHH!!! Send HALP!
🥴
Physical vs. Logical coordinates are so CONFUUUUUUSIIIING!!
AAHHH!!! Send HALP!
🥴
#Bevy is just AMAZING (see also next posts🧵)! :awesome:
1. Want to unit test #UI Plugin.
2. Following setup runs into infinite loop:
let mut app = App::new();
app.add_plugins(MinimalPlugins.set(ScheduleRunnerPlugin::run_once()))
.add_plugins((
TransformPlugin,
HierarchyPlugin,
WindowPlugin::default(),
UiPlugin::default(),
DefaultPickingPlugins::default(),
));
1/?
Ah, YES!! I've finally been able to fix my weird bug I'd run into after upgrading my #Bevy toy project from 0.12 -> 0.15! :awesome:
I've almost gotten insane!😖
Very happy now!😊
I've suggested some more examples in migration guide from 0.14 -> 0.15 (which was the reason for my app breaking):
https://github.com/bevyengine/bevy-website/issues/1920
Hopefully others are now less likely to run into this (it's so gnarly, because no compile error). 🤞
See below for my toy project if you're interested 😄
6. Set `enable_rendering` to false:
app.add_plugins(MinimalPlugins.set(ScheduleRunnerPlugin::run_once()))
.add_plugins((
TransformPlugin,
HierarchyPlugin,
WindowPlugin::default(),
UiPlugin {
enable_rendering: false,
..default()
},
DefaultPickingPlugins::default(),
))
.add_plugins(NodeSelectionPlugin);
7. Execute test...
3/4
3. Me suspecting UiPlugin (because where to render?)
4. `Go To Definition` of UiPlugin
5. Seeing the following definition:
pub struct UiPlugin {
/// If set to false, the UI's rendering systems won't be added to the `RenderApp` and no UI elements will be drawn.
/// The layout and interaction components will still be updated as normal.
pub enable_rendering: bool,
...
}
Hm, well that `enable_rendering` seems "suspicious" to me, so let's deactivate that and see what happens...
2/?
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