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This is probably partially because 3d renders after 2d in 0.6: https://github.com/bevyengine/bevy/blob/main/crates/bevy_core_pipeline/src/main_pass_driver.rs However switching the order does not resolve the issue: impl Node for MainPassDriverNode {
fn run(
&self,
graph: &mut RenderGraphContext,
_render_context: &mut RenderContext,
world: &World,
) -> Result<(), NodeRunError> {
let extracted_cameras = world.get_resource::<ExtractedCameraNames>().unwrap();
if let Some(camera_3d) = extracted_cameras.entities.get(CameraPlugin::CAMERA_3D) {
graph.run_sub_graph(
crate::draw_3d_graph::NAME,
vec![SlotValue::Entity(*camera_3d)],
)?;
}
if let Some(camera_2d) = extracted_cameras.entities.get(CameraPlugin::CAMERA_2D) {
graph.run_sub_graph(
crate::draw_2d_graph::NAME,
vec![SlotValue::Entity(*camera_2d)],
)?;
}
Ok(())
}
} We should definitely do that, as 2d-on-top-of-3d is a way more common scenario. But this will require some investigation to resolve. I'm converting this discussion to an issue so we can track it better. Thanks for the report! |
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Hello everyone! I'm trying to migrate my game from Bevy 0.5 to 0.6. The core of my game takes place in 2D, but I had a 3D background that gave my game a distinctive look. In Bevy 0.5 I was using a perspective camera and didn't have any issues rendering the 2D sprites and the background 3D models. Below is the Bevy 0.5 code for the perspective camera I was using.
Snapshot of game from Bevy 0.5:
Since migrating to 0.6. I haven't been able to setup the camera in a way that lets me view the background 3D models and the sprites. Below is the perspective camera code I was using in Bevy 0.6 after I initially migrated (same as before).
The image below is the game in Bevy 0.6. 3D models are visible but sprites are not appearing.
The next thing I tried was a 2D orthographic camera using the following code:
Now the 2D sprites are appearing but not the background models.
I was wondering if anyone had insight into how to render both the sprites and the background models like I had from Bevy 0.5 with the perspective camera. I also tried playing around with the other camera properties but didn't have much luck. Thank you!
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