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a785e3c20d
We invoked the `extract_default_ui_camera_view` system twice: once for 2D cameras and once for 3D cameras. This was fine before moving to resources for render phases, but, after the move to resources, the first thing such systems do is to clear out all the entities-to-be-rendered from the previous frame. So, if the scheduler happened to run `extract_default_ui_camera_view::<Camera2d>` first, then all the UI elements that it queued would be overwritten by the `extract_default_ui_camera_view::<Camera3d>` system, or vice versa. The ordering dependence is the reason why this problem was intermittent. This commit fixes the problem by merging the two systems into one systems, using an `Or` query filter. ## Migration Guide * The `bevy_ui::render::extract_default_ui_camera_view` system is no longer parameterized over the specific type of camera and is hard-wired to either `Camera2d` or `Camera3d` components. |
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.. | ||
layout | ||
render | ||
widget | ||
accessibility.rs | ||
focus.rs | ||
geometry.rs | ||
lib.rs | ||
measurement.rs | ||
node_bundles.rs | ||
stack.rs | ||
texture_slice.rs | ||
ui_material.rs | ||
ui_node.rs | ||
update.rs |