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Copy file name to clipboardExpand all lines: README.md
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This design is intended to allow use of these controller systems with whichever physics or camera setup you like. For example, you may use a kinematic rigid body in your physics engine and set its position based on the translation events, or a dynamic rigid body and apply the impulses or forces.
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## Features
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*`use_rapier` - for `bevy_rapier3d` character controller support
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*`use_physx` - for `bevy_prototype_physx` character controller support, using `physx`
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## Demos
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### First-Person Character Controller
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Pitch and yaw are handled in the same way for both options.
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`cargo run --release --example rapier3d -- DynamicImpulse`
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`cargo run --release --features use_rapier --example rapier3d -- DynamicImpulse`
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`cargo run --release --example rapier3d -- DynamicForce`
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`cargo run --release --features use_rapier --example rapier3d -- DynamicForce`
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### PhysX Third-Person Character Controller
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Pitch and yaw are handled in the same way for both options.
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`cargo run --release --example physx -- KinematicTranslation`
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`cargo run --release --features use_physx --example physx -- KinematicTranslation`
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`cargo run --release --example physx -- DynamicImpulse`
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`cargo run --release --features use_physx --example physx -- DynamicImpulse`
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`cargo run --release --example physx -- DynamicForce`
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`cargo run --release --features use_physx --example physx -- DynamicForce`
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