Updating a spawned mesh asset requires RenderAssetUsages::default() in 0.16.0-rc.5 #18864
Labels
A-Rendering
Drawing game state to the screen
C-Bug
An unexpected or incorrect behavior
P-Regression
Functionality that used to work but no longer does. Add a test for this!
S-Needs-Design
This issue requires design work to think about how it would best be accomplished
Milestone
Bevy version
0.16.0-rc.5
[Optional] Relevant system information
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If your bug is rendering-related, copy the adapter info that appears when you run Bevy.
What you did
I have a mesh generated procedurally on the CPU, that has been spawned, perhaps several instances. I want to update/ replace the mesh (again procedurally on the CPU), by calling
meshes.insert(handle, new_mesh)
. In 0.16, this only works if I setRenderAssetUsages::default()
on the mesh asset. If instead I useRenderAssetUsages::RENDER_WORLD
, spawned meshes update sporadically, after a few minutes.MWE:
What went wrong
If it's not clear, break this out into:
In 0.16 I expect to be able to update a spawned mesh that has the usage
RenderAssetUsages::RENDER_WORLD
, as was possible prior to 0.16The asset updates, but only sporadically, after a few minutes. To get the old behaviour back, I need to set
RenderAssetUsages::default()
on the mesh assetThe text was updated successfully, but these errors were encountered: