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Originally I was going to post this as an issue, but it's probably more likely to be an issue on my side. But I've still followed the issue template. Bevy versionRecent git: Operating system & versionLinux What you didSet up a bunch of heirarchies of objects and meshes, loaded from scenes What you expected to happenWhen you transform a parent, the children should also be transformed such that they act like a single "unit" What actually happenedThe results are inconsistent. Sometimes no objects are updated, sometimes some objects are updated Additional informationConsider this scene file:
There are three objects with parent/child relations set up between them ("Cube.003" is child of "Cube.002" is child of "Ship"). I have a system that rotates any entity called "Ship" - which for the above scene is the root of the hierarchy: fn test_motion_system(mut query: Query<(Mut<Transform>, &BlendLabel)>) {
for (mut transform, label) in query.iter_mut() {
if label.name == "Ship" {
println!("label: {}", label.name);
transform.rotate(Quat::from_axis_angle(Vec3::new(0.0, 0.5, 0.866), 0.05))
}
}
} My expectation is that, given that scene file, the objects would all rotate. But: simple.mp4However, that isn't to say it doesn't work. Another scene file - a much larger one, produces this result when rotated: complex.mp4As you can see, many of the child entities are being rotated, but some are not. Also, of the ones that are being rotated, some of them are in the wrong location. The asset should look like: My guess at the moment is that something is wrong with my scene files and it's messing with the transforms. As far as I can guess, all I need is Transform, Parent and Child components but perhaps there is another component I need? |
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Replies: 2 comments 6 replies
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If you switch to Bevy 0.4 (instead of |
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Updating to a newer |
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Updating to a newer
main
fixed it.