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I am playing with a ball like this
commands .spawn(ShapeBundle { path: GeometryBuilder::build_as(&shape), transform: Transform::from_translation(Vec3::new(0., 200., 10.)), ..default() }) .insert(Fill::color(Color::CYAN)) .insert(RigidBody::KinematicPositionBased) .insert(Collider::ball(radius)) .insert(Restitution::coefficient(0.7)) .insert(Velocity::zero()) .insert(ColliderMassProperties::Density(1.)) .insert(Sleeping{ linear_threshold: -1., angular_threshold: -1., sleeping: false, }) .insert(ExternalImpulse { ..default() }) .insert(Damping { linear_damping: 0.3, angular_damping: 1.0 }) .insert(Player{ being_dragged: false, max_distance_this_launch: 0., max_height_this_launch: 0., });
Then when user mouse release
else if mouse_button.just_released(MouseButton::Left){ //(&mut Player, &mut RigidBody, &Transform, &Collider, &mut ExternalImpulse) if player_tuple.0.being_dragged { player_tuple.0.being_dragged = false; player_tuple.0.max_distance_this_launch = 0.; player_tuple.0.max_height_this_launch = 0.; player_tuple.4.impulse = Vec2::new(100.0, 200.0); *player_tuple.1 = RigidBody::Dynamic; next_state.set(AppState::Forwarding); } }
Then there are two cases:
Did I miss something ?
The text was updated successfully, but these errors were encountered:
Indeed, there is no probleme now if I add player_tuple.5.sleeping = false;
player_tuple.5.sleeping = false;
Then why my threshold are not read ?
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I am playing with a ball like this
Then when user mouse release
Then there are two cases:
Did I miss something ?
The text was updated successfully, but these errors were encountered: