Update `GlobalTransform` as part of `FixedUpdate`
- Dominant language
- Rust
- Stars
- 48.2k
- Forks
- 4.8k
- Avg merge
- 3d 16h
- Merged PRs (30d)
- 171
Description
## What problem does this solve or what need does it fill?
The purpose of `FixedUpdate` and fixed timesteps in general is to improve determinism in systems, but any fixed update system relying on `GlobalTransform` will currently suffer from a lack of determinism if it runs multiple times in 1 frame.
## What solution would you like?
`GlobalTransform` should be updated between fixed updates.
## What alternative(s) have you considered?
Games could add these systems to `FixedUpdate` themselves. It's actually fairly easy to do already.
```
use bevy::{
prelude::*,
transform::systems::{propagate_transforms, sync_simple_transforms},
};
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum FixedTransformSystem {
TransformPropagate,
}
// ...
app.add_system_to_schedule(
CoreSchedule::FixedUpdate,
sync_simple_transforms.in_set(FixedTransformSystem::TransformPropagate),
)
.add_system_to_schedule(
CoreSchedule::FixedUpdate,
propagate_transforms.in_set(FixedTransformSystem::TransformPropagate),
);
```
Contributor guide
Research direction
Start with the transform systems `sync_simple_transforms` and `propagate_transforms`, then inspect how `FixedUpdate` schedules systems. Determine how `GlobalTransform` can be updated between fixed updates without disrupting existing scheduling. Done means fixed-update systems relying on `GlobalTransform` receive deterministic updates when a frame runs multiple fixed steps.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 42/100