Releases: qhdwight/bevy_fps_controller
Properly handle time
This release includes #58 which properly handles time.
It follows this guide: https://github.com/bevyengine/bevy/blob/main/examples/movement/physics_in_fixed_timestep.rs
Which means that now all player movement and physics is done in the fixed update step. This makes sense as Rapier and Avian are also fixed update based.
Inputs are now gathered in the normal update loop, and then applied at the next fixed update. Camera movement still remains in the normal update, otherwise it would appear very choppy.
Note that since updates could happen more frequently than fixed update and are decoupled, we now render an interpolated translation. In theory it could also be extrapolated as well.
Update to Bevy 0.17
- Update to Bevy 0.17
- Update to Bevy Rapier 0.32
- Update to Bevy Avian 0.4
Add basic Avian support, bump Rapier version
- Add basic Avian support (does not have step offset or ledge clinging yet)
- Update Rapier version
Warning
Please note that by default, neither are enabled. You must either select the avian or rapier feature.
Update to Bevy 0.16
Update Bevy 0.15->0.16
Update Bevy rapier 0.28->0.30
Allow customizable grounded distance from @Pyroglyph
v0.15.0
v0.3.0
Warning
You most likely need to modify your player collider after updating to this version! Now the player transform needs to be at the center of the collider. This is to accommodate cylinders as the new recommended default collider.
- Update to Bevy 0.14 and Rapier 0.27
- Change player collider in example to a cylinder
- Massively improve step feature, only for colliders right now
v0.2.6-rc.2
- Update to Bevy 0.14 release candidate
- Cylinder now recommended as the collider type. Minimal example changed to reflect this
- Auto-step implemented well this time, only can be used with cylinder
v0.2.5
v0.2.4
v0.2.2
Update to Bevy v0.11.0
Credit to @codybloemhard for bumping