# Objective
- in example `axes`, the axes are sometime one frame late to follow
their mesh
## Solution
- System `move_cubes` modify the transforms, and `draw_axes` query them
for the axes
- if their order is not specified, it will be random and sometimes axes
are drawn before transforms are updated
- order systems
# Objective
- Improve example from #12299
- Make it frame rate independent
- Make it not randomly random
## Solution
- Transitions between transforms will take 2 seconds instead of 100
frames
- Random is seeded
# Objective
- Follow-up to #12211
- Introduces an example project that demonstrates the implementation and
behavior of `Gizmos::axes` for an entity with a `Transform` component.
## Solution
In order to demonstrate how `Gizmo::axes` can be used and behaves in
practice, we introduce an example of a simple scene containing a pair of
cuboids locked in a grotesque, inscrutable dance: the two are repeatedly
given random `Transform`s which they interpolate to, showing how the
axes move with objects as they translate, rotate, and scale.
<img width="1023" alt="Screenshot 2024-03-04 at 1 16 33 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/c1ff4794-6722-491c-8522-f59801645139">
On the implementation side, we demonstrate how to draw axes for
entities, automatically sizing them according to their bounding boxes
(so that the axes will be visible):
````rust
fn draw_axes(mut gizmos: Gizmos, query: Query<(&Transform, &Aabb), With<ShowAxes>>) {
for (&transform, &aabb) in &query {
let length = aabb.half_extents.length();
gizmos.axes(transform, length);
}
}
````
---
## Changelog
- Created examples/gizmos/axes.rs.
- Added 'axes' example to Cargo.toml.