SpatialQuery take ColliderTrees using Res instead of ResMut#956
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Jondolf merged 1 commit intoMar 17, 2026
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Ah good catch, this should definitely be using Res. I'll probably do a 0.6.1 patch release with this fix over the weekend, along with any other fixes we might get by then
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…956) # Objective `SpatialQuery` has this field:: ```rust collider_trees: ResMut<'w, ColliderTrees>, ``` But it only ever uses it for `self.collider_trees.iter_trees()` - which is a non-`&mut` method. Having it take the resource as mutable (in Bevy's level - not in Rust's level) needlessly prevents Bevy from parallelizing multiple systems that use `SpatialQuery`. ## Solution Change it to be `Res`. ## Testing I ran the `cast_ray_predicate` example, which uses `SpatialQuery`, and it seems to run fine.
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Objective
SpatialQueryhas this field::But it only ever uses it for
self.collider_trees.iter_trees()- which is a non-&mutmethod. Having it take the resource as mutable (in Bevy's level - not in Rust's level) needlessly prevents Bevy from parallelizing multiple systems that useSpatialQuery.Solution
Change it to be
Res.Testing
I ran the
cast_ray_predicateexample, which usesSpatialQuery, and it seems to run fine.