Despawn events are missed in fixed timestep simulation with low tick rate #343
Labels
A-Integration
very bevy specific
bug
Something isn't working
D-Medium
P-Medium
S-not-started
Work has not started
Detection for despawns/removed components are now backed by events (#324). However, since events only persist for 2 frames, they will likely be missed by a fixed timestep simulation with low tick rate. This results in colliders/rigid bodies still persisting when they should have been despawned.
Here is an example where a cube is despawned, but the collider remains visible:
Example
Adding the
sync_removals
system toCoreSet::Last
resolves this issue. Should this perhaps be the default, as it was before with theDetectDespawn
stage?The text was updated successfully, but these errors were encountered: