Comments (3)
Yes, you're right. I'm using the SpriteComponents
bundle to create the shapes. The UI, if I'm correct, is rendered using the UiCamera, while the sprites with the 2D camera. I think the best way to achieve that is waiting for bevyengine/bevy#90
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I managed to get this in the UI: https://github.com/dcz-self/breedmatic/blob/54c75ec0fed0eb958aec7c9459e9ad25f3f9eebb/src/viewer.rs#L116
XY positioning works, but z-order gave me trouble. I don't know how that works, but it seems all I could do is change the order of drawing.
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Fixed by #114.
NOTICE (2023-06-20)
Unfortunately, Bevy's development took a direction that made it difficult to maintain UI shapes. Therefore, this feature was removed briefly after implementation. If you are interested in bringing this feature back, you're welcome to submit a PR.
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Related Issues (20)
- Rough curves with fixed camera scaling mode HOT 2
- More const support
- Support for rounded polygons HOT 4
- Dyanmic shapes example does not compile HOT 5
- Docs.rs still shows 0.7.2 as latest version HOT 2
- Why aren't `Fill` and `Stroke` housed in `ShapeBundle`? HOT 2
- WebGL: INVALID_OPERATION on entity despawn on wasm target HOT 4
- Changing the Path does not redraw the mesh
- Expected bevy_render::color::Color, found bevy::prelude::Color HOT 2
- How do I use this with UI? HOT 1
- Difference between `ShapePath` and `GeometryBuilder`?
- Apply transformation to individual shape
- Bevy tracking link in README badge is broken HOT 1
- How to draw with Hatching for dashed/dotted lines?
- Way to draw gradient colors
- Apply initial geometry transform HOT 1
- Bevy 0.13 HOT 1
- RegularPolygon into Polygon to access Vertices
- Mesh2dHandle points to no asset HOT 1
- Abnormal CPU and memory usage leads to low FPS
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