Bevy version and features
- latest main as well as 0.19
What you did
Simply enable the DebugPickingPlugin and move cursor over a ViewportNode.
Here's a diff for the viewport_node example that showcases the problem, then run with
cargo run --example viewport_node -F bevy_dev_tools
diff --git i/examples/ui/widgets/viewport_node.rs w/examples/ui/widgets/viewport_node.rs
index 7dbf2b292..6aacda880 100644
--- i/examples/ui/widgets/viewport_node.rs
+++ w/examples/ui/widgets/viewport_node.rs
@@ -5,12 +5,30 @@ use bevy::{
camera::RenderTarget, picking::pointer::PointerInteraction, prelude::*,
render::render_resource::TextureFormat, ui::widget::ViewportNode,
};
+use bevy::dev_tools::picking_debug::DebugPickingMode;
+use bevy::dev_tools::picking_debug::DebugPickingPlugin;
+
fn main() {
App::new()
.add_plugins((DefaultPlugins, MeshPickingPlugin))
.add_systems(Startup, test)
.add_systems(Update, draw_mesh_intersections)
+ .add_plugins(DebugPickingPlugin)
+ .insert_resource(DebugPickingMode::Normal)
+ .add_systems(
+ PreUpdate,
+ (|mut mode: ResMut<DebugPickingMode>| {
+ *mode = match *mode {
+ DebugPickingMode::Disabled => DebugPickingMode::Normal,
+ _ => DebugPickingMode::Disabled,
+ };
+ })
+ .run_if(bevy::input::common_conditions::input_just_pressed(
+ KeyCode::F3,
+ )),
+ )
+
.run();
}
What went wrong
Hovering over the ViewportNode makes it disappear, as well as toggling the DebugPickingMode also makes the ViewportNode appear/disappear.
Bevy version and features
What you did
Simply enable the DebugPickingPlugin and move cursor over a ViewportNode.
Here's a diff for the viewport_node example that showcases the problem, then run with
cargo run --example viewport_node -F bevy_dev_toolsWhat went wrong
Hovering over the ViewportNode makes it disappear, as well as toggling the DebugPickingMode also makes the ViewportNode appear/disappear.