Bevy version and features
[Optional] Relevant system information
Windows 11, nvidia 4080
What you did
Here's a simple repro. When pressing space the meshes will disappear as soon as the NoCpuCulling component is added to them.
use bevy::{camera::visibility::NoCpuCulling, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, toggle_no_cpu_culling)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// circular base
commands.spawn((
Mesh3d(meshes.add(Circle::new(4.0))),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
));
// cube
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
Transform::from_xyz(0.0, 0.5, 0.0),
));
// light
commands.spawn((
PointLight {
shadow_maps_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
fn toggle_no_cpu_culling(
mut commands: Commands,
input: Res<ButtonInput<KeyCode>>,
meshes: Query<(Entity, Has<NoCpuCulling>), With<Mesh3d>>,
) {
if input.just_pressed(KeyCode::Space) {
for (entity, has_no_cpu_culling) in &meshes {
if has_no_cpu_culling {
commands.entity(entity).remove::<NoCpuCulling>();
} else {
commands.entity(entity).insert(NoCpuCulling);
}
}
}
}
What went wrong
Meshes should have remained visible but they disappeared
Bevy version and features
[Optional] Relevant system information
Windows 11, nvidia 4080
What you did
Here's a simple repro. When pressing space the meshes will disappear as soon as the NoCpuCulling component is added to them.
What went wrong
Meshes should have remained visible but they disappeared