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cb341
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Feb 2, 2026
| pub use bevy::transform::components::Transform; | ||
| pub use bevy::window::*; | ||
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| pub use avian3d::prelude::*; |
cb341
commented
Feb 2, 2026
| mut timer: ResMut<terrain_resources::WorldSaveTimer>, | ||
| ) { | ||
| if timer.is_ready() { | ||
| timer.reset(); |
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This is a side quest.
During the saving of a world you'd get
Saving world...
Saving world...
Saving world...
Saving world...
Saving world...
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Didn't seem to happen before..
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Rapier → Avian
bevy_firework Is a wonderful crate.
I'd love to do some particle physics but the current Physcis Backend is not supported, hence the migration.
bevy_hanabi has superior GPU performance but doesn't know about the physical world so it is a little booring for what I have planned, maybe I'll combine the two in the future to get the best of both worlds (physics and raw GPU power).
Montage during migration
Colliders need to be twice as large in Avian:
Not setting colliders to static leads to only the top face being collidable?
Every block basically acts like a ladder
CleanShot.2026-02-02.at.21.04.15.mp4
Bevy fps controller doesn't set Y-offset by default, leading to the player collider getting stuck on basically thin air
CleanShot.2026-02-02.at.21.29.05.mp4
Excerpt from Avian itself
Changes
After migrating to Avian I noticed severe