Comments (1)
I plan on switching most of those component initialization systems to use component lifecycle hooks or observers to get rid of the majority of the unnecessary delay. We could/should also use required components once those land in Bevy to make it actually immediate and to avoid unnecessary archetypes. PRs are also welcome for changing the systems to hooks :)
Re: mass properties, they have lots of issues and should be overhauled. There's an issue for this (#443) but that doesn't have that much information. There's a few discussions on Discord though, like here and here. There's a ton of design options and considerations there, and I haven't figured out all the details just yet, but it's in the plans.
I also must not forget to set collider density to 0, otherwise the mass properties from the collider will be added on top.
Pretty much all engines default to colliders (excluding sensors) contributing to mass properties afaik, like Unity and Godot for example. Forcing people to specify mass properties explicitly by default would be much more footgunny and painful. I do agree though that it should be easier to configure mass properties and how colliders should affect them.
from avian.
Related Issues (20)
- Fix one way example
- The documentation of `ShapeHitData` says the points are in local space, but they're in world space
- Panic using a ColliderConstructor to create a collider from a Gltf mesh. HOT 2
- Make `AncestorMarker` reflect `Component` and add it to the type registry.
- Add `with_included_entities` to the SpatialQuery system param
- GravityScale::default() should be 1.0
- Implement joint motors
- Implement multibody joints, aka articulations
- Implement ground detection
- Implement a component for configuring which types of bodies a collider can collide with HOT 1
- Negative scales coming from an ancestor are ignored by colliders HOT 3
- `RayCaster.ignore_self` doesn't ignore colliders in children HOT 1
- Unexpected behavior with `LockedAxes` and rotations after upgrading from `0.1.0` to `0.1.1` HOT 1
- Document components and resources needed for rollback HOT 1
- Incorrect CenterOfMass for ColliderConstructorHierarchy with scale up transform
- Make collision reporting opt-in HOT 2
- No error if entity has transform but not global transform.
- 3D friction behaves unrealistically
- ~Question~ Can you construct custom collision shapes?
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from avian.