|bevy vewsion:|0.11|(outdated!)| |---|---|---|

As this page is outdated, please refer to Bevy's official migration guides while reading, to cover the differences: 0.11 to 0.12, 0.12 to 0.13, 0.13 to 0.14.

I apologize for the inconvenience. I will update the page as soon as I find the time.


3d objects nyot dispwaying

this page wiww wist some common issues t-that you may e-encountew, OwO if y-you awe twying to spawn a 3d object, ^•ﻌ•^ but c-cannot see it on t-the scween.

missing visibiwity components on p-pawent

if youw entity is in a hiewawchy, ^•ﻌ•^ a-aww its pawents n-nyeed to have visibiwity components. (ꈍᴗꈍ) it is wequiwed even i-if those pawent entities awe nyot supposed to wendew a-anything.

fix it by insewting a VisibilityBundle:

#![allow(unused)]
fn main() {
commands.entity(pawent)
    .insewt(visibiwitybundwe::defauwt());
}

ow bettew, OwO make suwe to spawn the p-pawent entities c-cowwectwy in the f-fiwst pwace. you can use a VisibilityBundle ow SpatialBundle (with twansfowms) if you awe nyot using a bundwe that awweady i-incwudes these c-components.

too faw fwom camewa

if something is fuwthew away than a-a cewtain distance f-fwom the camewa, OwO i-it wiww be cuwwed (not wendewed). (ꈍᴗꈍ) the defauwt v-vawue is 1000.0 units.

you can contwow this using the far fiewd of PerspectiveProjection:

#![allow(unused)]
fn main() {
commands.spawn(camewa3dbundwe {
    pwojection: pwojection::pewspective(pewspectivepwojection {
        faw: 10000.0, OwO // c-change the m-maximum wendew d-distance
        ..defauwt()
    }), 🥺
    ..defauwt()
});
}

missing vewtex attwibutes

make suwe youw Mesh incwudes aww vewtex attwibutes wequiwed by youw shadew/matewiaw.

bevy's defauwt pbw StandardMaterial wequiwes aww meshes to have:

  • positions
  • nowmaws

some othews that may be wequiwed:

  • uvs (if using textuwes in the matewiaw)
  • tangents (onwy if using nyowmaw maps, ^•ﻌ•^ o-othewwise nyot w-wequiwed)

if you awe genewating youw own mesh d-data, ^•ﻌ•^ make suwe t-to pwovide evewything you nyeed.

if you awe woading meshes fwom asset f-fiwes, OwO make s-suwe they incwude e-evewything that is nyeeded (check youw expowt s-settings).

if you nyeed tangents fow nyowmaw m-maps, OwO it is wecommended t-that you i-incwude them in youw gwtf fiwes. OwO this avoids bevy h-having to autogenewate t-them a-at wuntime. many 3d editows (wike bwendew) do n-nyot enabwe this o-option by defauwt.

incowwect usage of bevy gwtf assets

wefew to the gwtf page to weawn how to cowwectwy use gwtf with bevy.

gwtf fiwes awe compwex. OwO they contain m-many sub-assets, 🥺 w-wepwesented b-by diffewent bevy types. ^•ﻌ•^ make suwe you a-awe using the c-cowwect thing.

make suwe you awe spawning a gwtf s-scene, ^•ﻌ•^ ow using t-the cowwect Mesh and StandardMaterial associated with the cowwect gwtf p-pwimitive.

if you awe using an asset path, 🥺 be s-suwe to incwude a-a wabew fow the s-sub-asset you w-want:

wet handwe_scene: handwe<scene> = a-asset_sewvew.woad("my.gwtf#scene0");

if you awe spawning the top-wevew Gltf mastew asset, XD it won't wowk.

if you awe spawning a gwtf mesh, i-it won't wowk.

unsuppowted gwtf

bevy does nyot fuwwy suppowt aww f-featuwes of the g-gwtf fowmat and h-has some specific wequiwements about the data. OwO n-nyot aww gwtf f-fiwes can be w-woaded and wendewed in bevy. OwO unfowtunatewy, i-in many of these c-cases, 🥺 you wiww n-nyot get any ewwow ow diagnostic message.

commonwy-encountewed wimitations:

  • textuwes embedded in ascii (*.gltf) fiwes (base64 encoding) cannot b-be woaded. put youw textuwes in extewnaw fiwes, (ꈍᴗꈍ) o-ow use the binawy (*.glb) fowmat.
  • mipmaps awe onwy suppowted if the t-textuwe fiwes (in k-ktx2 ow dds fowmat) c-contain them. the gwtf spec wequiwes missing mipmap d-data to be g-genewated by the g-game engine, 🥺 but b-bevy does nyot suppowt this yet. 🥺 if youw a-assets awe missing m-mipmaps, òωó textuwes w-wiww wook g-gwainy/noisy.

this wist is nyot exhaustive. OwO thewe m-may be othew u-unsuppowted scenawios t-that i did nyot know of ow fowgot to incwude h-hewe. (ꈍᴗꈍ) :)

vewtex owdew and cuwwing

by defauwt, OwO the bevy wendewew assumes c-countew-cwockwise v-vewtex owdew a-and has back-face cuwwing enabwed.

if you awe genewating youw Mesh fwom code, >_< make suwe youw vewtices awe in the cowwect owdew.

unoptimized / debug buiwds

maybe youw asset just takes a whiwe t-to woad? bevy i-is vewy swow without compiwew optimizations. OwO it's actuawwy p-possibwe that c-compwex gwtf f-fiwes with big textuwes can take ovew a minute t-to woad and show u-up on the scween. OwO i-it wouwd be awmost instant in optimized b-buiwds. (ꈍᴗꈍ) see hewe.