Updating mesh_picking doc to include RenderAssetUsages#19413
Merged
alice-i-cecile merged 4 commits intobevyengine:mainfrom May 29, 2025
Merged
Updating mesh_picking doc to include RenderAssetUsages#19413alice-i-cecile merged 4 commits intobevyengine:mainfrom
alice-i-cecile merged 4 commits intobevyengine:mainfrom
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…eds to be added to the to be picked mesh
| //! | ||
| //! By default, all meshes are pickable. Picking can be disabled for individual entities | ||
| //! by adding [`Pickable::IGNORE`]. | ||
| //! By default, all meshes that have both [`bevy_asset::RenderAssetUsages::MAIN_WORLD`] and [`bevy_asset::RenderAssetUsages::RENDER_WORLD`] pickable. |
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| //! By default, all meshes that have both [`bevy_asset::RenderAssetUsages::MAIN_WORLD`] and [`bevy_asset::RenderAssetUsages::RENDER_WORLD`] pickable. | |
| //! By default, all meshes that have both [`bevy_asset::RenderAssetUsages::MAIN_WORLD`] and [`bevy_asset::RenderAssetUsages::RENDER_WORLD`] are pickable. |
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I'm not sure that the docs as written are totally correct. I think you need RENDER_WORLD to actually see it, and MAIN_WORLD to pick it. But in theory you could pick invisible meshes (often simplified).
@JMS55, can you confirm?
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I don't know how picking works so can't comment on that, but yes you need RENDER_WORLD just to render it, and MAIN_WORLD is at least required for picking. I'm not sure if MAIN_WORLD only lets picking work, someone would have to test it. |
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I will check this tomorrow |
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I checked this now and |
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@alice-i-cecile I think this is RFR |
alice-i-cecile
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May 29, 2025
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Objective
Fixes #19102
Updating mesh_picking doc stating that MAIN_WORLD RenderAssetUsages needs to be on the mesh to be picked.