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Port the physics in fixed timestep example to 3D #20089
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Merged
alice-i-cecile
merged 16 commits into
bevyengine:main
from
janhohenheim:3d-fixed-timestep
Jul 14, 2025
Merged
Port the physics in fixed timestep example to 3D #20089
alice-i-cecile
merged 16 commits into
bevyengine:main
from
janhohenheim:3d-fixed-timestep
Jul 14, 2025
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Jondolf
reviewed
Jul 14, 2025
Co-authored-by: Joona Aalto <[email protected]>
Co-authored-by: Joona Aalto <[email protected]>
kristoff3r
reviewed
Jul 14, 2025
Comment on lines
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#[derive(Resource, Debug, Deref, DerefMut, Default)] | ||
pub struct DidFixedTimestepRunThisFrame(bool); | ||
|
||
/// Reset the flag at the start of every frame. | ||
fn clear_fixed_timestep_flag( | ||
mut did_fixed_timestep_run_this_frame: ResMut<DidFixedTimestepRunThisFrame>, | ||
) { | ||
did_fixed_timestep_run_this_frame.0 = false; | ||
} | ||
|
||
/// Set the flag during each fixed timestep. | ||
fn set_fixed_time_step_flag( | ||
mut did_fixed_timestep_run_this_frame: ResMut<DidFixedTimestepRunThisFrame>, | ||
) { | ||
did_fixed_timestep_run_this_frame.0 = true; | ||
} | ||
|
||
fn did_fixed_timestep_run_this_frame( | ||
did_fixed_timestep_run_this_frame: Res<DidFixedTimestepRunThisFrame>, | ||
) -> bool { | ||
did_fixed_timestep_run_this_frame.0 | ||
} |
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This feels like something that should be built in to bevy instead? Seems pretty widely useful.
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Agreed lol.
Can PR after this is merged.
Jondolf
approved these changes
Jul 14, 2025
kristoff3r
approved these changes
Jul 14, 2025
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Labels
A-ECS
Entities, components, systems, and events
A-Physics
Collisions, kinematics, forces and more
A-Time
Involves time keeping and reporting
C-Examples
An addition or correction to our examples
D-Straightforward
Simple bug fixes and API improvements, docs, test and examples
M-Deliberate-Rendering-Change
An intentional change to how tests and examples are rendered
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Objective
Since I originally wrote this example, many people on Discord have asked me specifically how to handle camera movement in and around fixed timesteps. I had to write that information up maaaany times, so I believe this is an area where the example falls short of.
Solution
Let's port the example to 3D, where we can better showcase how to handle the camera. The knowledge is trivially transferable to 2D :)
Also, we don't need to average out continuous input. Just using the last one is fine in practice. Still, we need to keep around the
AccumulatedInput
resource for things like jumping.Testing
Screencast.From.2025-07-11.20-41-28.mp4
Notes