bevy_mod_picking 0.20.1

A modular picking plugin for Bevy.
Documentation
//! This example is identical to the minimal example, except a cube has been added that when clicked
//! on, won't deselect anything else you have selected.

use bevy::prelude::*;
use bevy_mod_picking::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(low_latency_window_plugin()))
        .add_plugins(DefaultPickingPlugins)
        .insert_resource(DebugPickingMode::Normal)
        .add_systems(Startup, setup)
        .run();
}

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // cube with NoDeselect
    commands
        .spawn((
            PbrBundle {
                mesh: meshes.add(Cuboid::default()),
                material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
                transform: Transform::from_xyz(1.5, 0.5, 0.0),
                ..default()
            },
            PickableBundle::default(),
            NoDeselect, // <- When this entity is clicked, other entities won't be deselected.
        ))
        .remove::<PickSelection>(); // <- Removing this removes the entity's ability to be selected.

    commands.spawn((
        PbrBundle {
            mesh: meshes.add(Cuboid::default()),
            material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
            transform: Transform::from_xyz(0.0, 0.5, 0.0),
            ..default()
        },
        PickableBundle::default(),
    ));
    commands.spawn(PointLightBundle {
        transform: Transform::from_xyz(4.0, 8.0, 4.0),
        point_light: PointLight {
            shadows_enabled: true,
            ..default()
        },
        ..default()
    });
    commands.spawn((Camera3dBundle {
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    },));
}