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For anyone also having similar issues and not sure where to start. Turns out everything was correctly scheduled in my case. Its just the animations weren't loaded by the time the 'player' was added, so the systems would run on different frames, which was throwing me for a big ol loop. Big thanks to the |
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I'm just getting started with Bevy and I'm looking for some advice on how to debug when systems embedded in different
Schedule
s /SystemSet
s are ...scheduled (for lack of a better term)...?As of right now, I was assuming I could order things within the main
Update
schedule using a customSystemSet
, and then addSystem
s using the.in_set(..)
to ensure things are processed with some level of ordering.. but I'm seeing weird behavior I can't explain...My custom
SystemSet
:Then I added it using a
Plugin
that all my other systems can refer to:So I was expecting any systems added to the
Update
schedule with.in_set(GameLoopSchedules::EntityUpdates)
set to definitely fire after a system added toUpdate
with.in_set(GameLoopSchedules::PostSpawn)
set... but it seems some systems actually can fire before somehow...??The root problem I was trying to fix is a need to associate an the
Entity
s forAnimationPlayer
s to a rootEntity
(the parent's parent's parent's...etc etc), so I setup the following that gets triggered anytime a newAnimationPlayer
is added:In my player component, I start by spawning the player bundle in
PostStartup
to ensure its added once, and added early:Then I schedule a system to start its 'idle' animation:
And in the console I'm seeing the following output:
???
I even tried added another Command flush between
GameLoopSchedules::PostSpawn
andGameLoopSchedules::EntityUpdates
to try and ensurePostSpawn
would really be entirely blocked / synced off by the flushes:But I'm still seeing the same results... I'm hoping there's a simple explanation that I'm just totally missing, but I feel like I can't see the forest through the trees at this point... Help!
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