//! Demonstrates that picking respects camera render order. use bevy::{prelude::*, render::camera::ClearColorConfig}; use bevy_color::palettes; use bevy_mod_picking::prelude::*; fn main() { App::new() .add_plugins(( DefaultPlugins.set(low_latency_window_plugin()), DefaultPickingPlugins, )) .insert_resource(DebugPickingMode::Normal) .add_systems(Startup, setup) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.spawn(( PbrBundle { mesh: meshes.add(bevy_render::mesh::PlaneMeshBuilder::from_length(5.0)), material: materials.add(Color::srgb(0.3, 0.5, 0.3)), ..default() }, PickableBundle::default(), // <- Makes the mesh pickable. )); // cube commands.spawn(( PbrBundle { mesh: meshes.add(Cuboid::default()), material: materials.add(Color::srgb(0.8, 0.7, 0.6)), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }, PickableBundle::default(), // <- Makes the mesh pickable. )); // light commands.spawn(PointLightBundle { point_light: PointLight { shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); // camera commands.spawn((Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() },)); // plane 2 commands.spawn(( PbrBundle { mesh: meshes.add(bevy_render::mesh::PlaneMeshBuilder::from_length(5.0)), material: materials.add(Color::from(palettes::basic::BLUE)), transform: Transform::from_xyz(20., 20., 20.), ..default() }, PickableBundle::default(), // <- Makes the mesh pickable. )); // cube 2 commands.spawn(( PbrBundle { mesh: meshes.add(Cuboid::default()), material: materials.add(Color::from(palettes::basic::YELLOW)), transform: Transform::from_xyz(20., 20.5, 20.), ..default() }, PickableBundle::default(), // <- Makes the mesh pickable. )); // light commands.spawn(PointLightBundle { point_light: PointLight { shadows_enabled: true, ..default() }, transform: Transform::from_xyz(18.0, 22.0, 28.0), ..default() }); // camera 2 commands.spawn((Camera3dBundle { transform: Transform::from_xyz(30., 30., 30.0) .looking_at(Vec3::new(20., 20.5, 20.), Vec3::Y), camera: Camera { clear_color: ClearColorConfig::None, // renders after / on top of the main camera order: 1, ..default() }, ..default() },)); }