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So it's seemingly impossible to spawn a shape in an initially invisible state.
I toyed with removing this behavior by setting is_visible to true in impl Default for ShapeBundle and removing the visible.is_visible = true in complete_shape_bundle. This didn't seem to harm anything, but it seems like this must be happening for a reason.
But adding a similar component to bevy_prototype_lyon to control initial visibility seems like an option if it turns out that having a visible shape without a mesh hanging around for a bit is harmful.
If you'd like to point me in one direction or the other I'd be happy to send a PR over.
The text was updated successfully, but these errors were encountered:
Thanks for pointing it out. I understand what the issue is. As soon as possible, I will put visibility to default in ShapeBundle::default and remove setting visibility to true in complete_shape_bundle.
I did that because I've put a dummy quad mesh during ShapeBundle creation, but it is unnecessary to set it to invisible, since it is immediately replaced by the shape even before the frame gets rendered.
So it's seemingly impossible to spawn a shape in an initially invisible state.
I toyed with removing this behavior by setting
is_visible
to true inimpl Default for ShapeBundle
and removing thevisible.is_visible = true
incomplete_shape_bundle
. This didn't seem to harm anything, but it seems like this must be happening for a reason.In my own code, I've worked around this with
But adding a similar component to
bevy_prototype_lyon
to control initial visibility seems like an option if it turns out that having a visible shape without a mesh hanging around for a bit is harmful.If you'd like to point me in one direction or the other I'd be happy to send a PR over.
The text was updated successfully, but these errors were encountered: