pub struct SyncPlugin { /* private fields */ }
Expand description

Responsible for synchronizing physics components with other data, like keeping Position and Rotation in sync with Transform.

§Syncing between Position/Rotation and [Transform]

By default, each body’s Transform will be updated when Position or Rotation change, and vice versa. This means that you can use any of these components to move or position bodies, and the changes be reflected in the other components.

You can configure what data is synchronized and how it is synchronized using the SyncConfig resource.

§Transform hierarchies

When synchronizing changes in Position or Rotation to Transform, the engine treats nested rigid bodies as a flat structure. This means that the bodies move independently of the parents, and moving the parent will not affect the child.

If you would like a child entity to be rigidly attached to its parent, you could use a FixedJoint or write your own system to handle hierarchies differently.

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impl SyncPlugin

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pub fn new(schedule: impl ScheduleLabel) -> Self

Creates a SyncPlugin with the schedule that is used for running the PhysicsSchedule.

The default schedule is PostUpdate.

Trait Implementations§

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impl Default for SyncPlugin

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Plugin for SyncPlugin

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fn build(&self, app: &mut App)

Configures the [App] to which this plugin is added.
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fn ready(&self, _app: &App) -> bool

Has the plugin finished its setup? This can be useful for plugins that need something asynchronous to happen before they can finish their setup, like the initialization of a renderer. Once the plugin is ready, finish should be called.
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fn finish(&self, _app: &mut App)

Finish adding this plugin to the [App], once all plugins registered are ready. This can be useful for plugins that depends on another plugin asynchronous setup, like the renderer.
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fn cleanup(&self, _app: &mut App)

Runs after all plugins are built and finished, but before the app schedule is executed. This can be useful if you have some resource that other plugins need during their build step, but after build you want to remove it and send it to another thread.
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fn name(&self) -> &str

Configures a name for the [Plugin] which is primarily used for checking plugin uniqueness and debugging.
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fn is_unique(&self) -> bool

If the plugin can be meaningfully instantiated several times in an [App], override this method to return false.

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impl<T> Any for T
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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T [ShaderType] for self. When used in [AsBindGroup] derives, it is safe to assume that all images in self exist.
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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given [World].
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided [Span], returning an Instrumented wrapper. Read more
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Calls U::from(self).

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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Dereferences the given pointer. Read more
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Checks if self is actually part of its subset T (and can be converted to it).
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Use with care! Same as self.to_subset but without any property checks. Always succeeds.
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The inclusion map: converts self to the equivalent element of its superset.
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type Error = Infallible

The type returned in the event of a conversion error.
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Performs the conversion.
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The type returned in the event of a conversion error.
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Performs the conversion.
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impl<T> WasmNotSync for T
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