bevyengine / bevyengine/bevy

Visual artifacts when using 2d and 3d gizmos together

Open
#12,507 0 comments 1 reaction 0 assignees View on GitHub
A-Gizmos A-Rendering C-Bug
Dominant language
Rust
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Description

## Bevy version

0.13.0

## What you did

I'm using both 2d and 3d gizmos in my work on portals: the 3d gizmos to show the portal aperture in 3d space, and the 2d gizmo to show the bounding box (the area that will get stenciled).

The game has both a 2d UI camera and a 3d camera - standard configuration.

## What went wrong

What appears to be happening is that all of the gizmos appear to be rendering on both cameras. The 2d rectangles show up as floating planes, and the 3d rects show up as tiny 2d dots, in addition to their normal appearance.

Now, I'm willing to envision that there may not be an easy solution for this, that we just have to tell the user to configure the gizmos to have the correct render layers / visibility / target camera settings (or whatever solution we come up with for render layers v2).

However, given that UI nodes work out of the box, I would think that 2d gizmos could be made to work the same way.

Contributor guide

Open the contributing guide

Research direction

Reproduce the issue in Bevy 0.13.0 using both 2D and 3D gizmos with separate 2D UI and 3D cameras. Investigate how gizmos are selected for cameras, then verify that each gizmo type appears only in its intended view without the reported floating planes or dots.

Written by the indexing model from the issue text.

Assessment

Tech stack
rust
Domain
computer-graphics, game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
35/100

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