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I am making a bevy game which uses fixed timestep physics for determinism reasons. However, I also want to be able to move sensors and ray cast on them between frames. Is it possible to update the position of a Collider + Sensor (which should have no impact on the rest of the physics simulation) and also cast rays on it in between physics simulation ticks? I have tried running the Why does this happen? Is there a part of the simulate step that is important for collision detection? |
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Of course I run into a solution moments after positing this question despite thinking on this problem for days 😄. Running |
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Of course I run into a solution moments after positing this question despite thinking on this problem for days 😄.
Running
context.update_query_pipeline();
in an Update system afterapply_collider_user_changes
properly updates the position for collision, solving this issue.