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In my 2D game, I'm trying to first scale a sprite, then rotate it, but it looks like the Transform will first apply its rotation then do the scaling. The use case is this: Using Transform::with_scale and Transform_with_rotation in any order will result in the same squished sprite when rotation is non-zero. Is there a way to specify the order of those transformations ? I want to note that I had some better success using glam matrices and Transform::from_matrix, but then my child heron collider doesn't seem to understand what's going on. |
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There is a bug in Bevy 0.6 that caused sprites specifically to do rotation first. This was fixed by this PR, which will be included in Bevy 0.7 |
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There is a bug in Bevy 0.6 that caused sprites specifically to do rotation first.
This was fixed by this PR, which will be included in Bevy 0.7
which is very close to releasewas just released.