Comments (7)
Ok. I've simplified the code by removing the LogPlugin
setup. I don't know how much I can reduce lines of code further. The key logic to reproduce the bug is setting the window visibility to false and then reset it to true after a few frames.
I haven't used rust-windowing/winit before, I don't quite understand what do you want me to do by pointing me to winit examples. If your intention is to ask me to digging into whether this is a winit bug, I'm probably not the right person to do that at the moment since I'm busy with building my game on bevy engine.
As far as I can tell: The above code works fine with bevy 0.13, but not with bevy 0.14.
from bevy.
Can you try to reproduce this further? Does this occur with just DefaultPlugins
? Does this occur in winit
's examples?
from bevy.
I'm not sure if I follow your recommendation. My current setup is using DefaultPlugins
. What are the changes do you refer to?
Also where can I find the winit
example?
from bevy.
Your example has many other lines of code. We should eliminate all of the extra ones to try and figure out why this is failing.
For the winit
examples, please see https://github.com/rust-windowing/winit/tree/master/examples
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The key logic to reproduce the bug is setting the window visibility to false and then reset it to true after a few frames.
Fantastic, that's what I was hoping for. Thanks for the report; we should be able to investigate this further from here :)
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I'm running into the same issue. From my testing, it seems like when the window is invisible on Windows the Update schedule runs only once, so if you don't set the window to visible withing that first frame the app gets stuck.
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fixed in #14155
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