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Show rapier debug viz when using inspector feature
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rparrett committed Jan 7, 2024
1 parent 1510325 commit a235c39
Showing 1 changed file with 20 additions and 5 deletions.
25 changes: 20 additions & 5 deletions src/main.rs
Original file line number Diff line number Diff line change
Expand Up @@ -18,12 +18,19 @@ use std::f32::consts::TAU;
use std::{fs::File, io::Write};

use bevy::{
asset::AssetMetaCheck, audio::Volume, core_pipeline::clear_color::ClearColorConfig,
log::LogPlugin, pbr::CascadeShadowConfigBuilder, prelude::*, render::view::NoFrustumCulling,
time::Stopwatch, transform::TransformSystem,
asset::AssetMetaCheck,
audio::Volume,
core_pipeline::clear_color::ClearColorConfig,
log::LogPlugin,
pbr::CascadeShadowConfigBuilder,
prelude::*,
render::view::{NoFrustumCulling, RenderLayers},
time::Stopwatch,
transform::TransformSystem,
};
#[cfg(feature = "inspector")]
use bevy_inspector_egui::quick::WorldInspectorPlugin;

use bevy_rapier3d::prelude::*;
use bevy_tiling_background::{
BackgroundImageBundle, BackgroundMaterial, SetImageRepeatingExt, TilingBackgroundPlugin,
Expand Down Expand Up @@ -210,7 +217,6 @@ fn main() {
.add_state::<GameState>()
.add_plugins(LoadingPlugin)
.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
//.add_plugin(RapierDebugRenderPlugin::default())
.insert_resource(InputMapping {
keyboard_navigation: true,
..default()
Expand All @@ -226,7 +232,15 @@ fn main() {
.add_plugins(SavePlugin);

#[cfg(feature = "inspector")]
app.add_plugins(WorldInspectorPlugin::new());
{
app.add_plugins(WorldInspectorPlugin::new());
app.add_plugins(RapierDebugRenderPlugin::default());

// Don't show debug viz on 2d background camera.
let mut config = GizmoConfig::default();
config.render_layers = RenderLayers::layer(1);
app.insert_resource(config);
}

app.init_resource::<RaceTime>().init_resource::<Zoom>();

Expand Down Expand Up @@ -352,6 +366,7 @@ fn spawn_camera(mut commands: Commands, zoom: Res<Zoom>) {
transform: Transform::from_xyz(0., 0., zoom.target),
..Default::default()
},
RenderLayers::all(),
MainCamera,
));
}
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