Crates.io | bevy_prototype_debug_lines |
lib.rs | bevy_prototype_debug_lines |
version | 0.12.0 |
source | src |
created_at | 2021-02-26 06:57:40.011812 |
updated_at | 2024-06-05 08:34:49.585482 |
description | A prototype plugin providing a simple line drawing API for bevy. |
homepage | https://github.com/Toqozz/bevy_debug_lines |
repository | https://github.com/Toqozz/bevy_debug_lines |
max_upload_size | |
id | 360798 |
size | 766,938 |
A plugin providing a simple line drawing api for bevy.
Click on the above demo to play it.
Master branch has no stability guarantees.
This plugin uses a shader and sends individual points to the GPU, which then moves geometry to make a line. This is quite fast with a significant number of lines, and there is no added cost to moving lines around.
Add bevy_prototype_debug_lines
to your Cargo.toml
:
[dependencies]
bevy_prototype_debug_lines = "0.12"
# Or, for 3d:
# bevy_prototype_debug_lines = { version = "0.12", features = ["3d"] }
Add the plugin in your App::new()
phase:
use bevy::prelude::*;
use bevy_prototype_debug_lines::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(DebugLinesPlugin::default())
// ...
.run();
}
Draw a line in whatever system you have using the DebugLines
resource:
fn some_system(
// ...
mut lines: ResMut<DebugLines>,
) {
let start = Vec3::splat(-1.0);
let end = Vec3::splat(1.0);
let duration = 0.0; // Duration of 0 will show the line for 1 frame.
lines.line(start, end, duration);
}
Depth testing (drawing lines through geometry instead of always on top) can be changed using the
DebugLinesPlugin::with_depth_test()
method:
use bevy::prelude::*;
use bevy_prototype_debug_lines::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(DebugLinesPlugin::with_depth_test(true))
// ...
.run();
}
See the examples for more complete usage examples.
Problem: Lines do not show up on screen, even if I added the DebugLinesPlugin
and
used DebugLines::lines
Solution: Check the dimension feature of bevy_debug_lines
, when running your game,
there should be a log message looking like:
INFO bevy_prototype_debug_lines: Loaded 2d debug lines plugin.
Pay attention to Loaded 2d debug
this should match what you are using in
your game. Is it a 3d game? If so, you should add the
bevy_prototype_debug_lines/3d
feature flag to your Cargo.toml
. It should
look like this:
bevy_prototype_debug_lines = { version = "0.12", features = ["3d"] }
You can run the examples like so:
cargo run --example 3d --features="example_deps"
Where 3d
is one of the files in the examples
0.3.0
In 0.3.0
, the thickness
parameter has been removed. I don't believe it provides enough value for the performance, time, or issues.
However, if you feel differently, let me know in this issue.
This is technically a non-breaking change (i.e. your code will still compile) because duration
was added which takes the same spot, but beware that your code still needs to be updated (probably just set old thickness
values to 0
, if you don't care about duration stuff.).
0.6.0
.wgsl
shader, which should improve web compatibility.DebugLines.depth_check
field has been removed in favor of DebugLinesPlugin::with_depth_test()
-- see depth_test example.DebugLinesPlugin::default()
instead of just DebugLinesPlugin
.bevy_debug_lines
in a 3d game, add the features = ["3d"]
line to your bevy_prototype_debug_lines
dependency. Sorry!bevy | bevy_prototype_debug_lines |
---|---|
0.12 | 0.12 |
0.11 | 0.11 |
0.10 | 0.10 |
0.9 | 0.9 |
0.8 | 0.8 |
0.7 | 0.7 |
0.6 | 0.6 |
0.5 | 0.3 |
0.4 | 0.2.1 |
Please do not hesitate to let me know if you have any requests, improvements, or suggestions on how to make this crate more ergonomic or otherwise.