Very excited about this series. A few of my former colleagues and I are looking to get into Bevy game development and this is the perfect series to get us started and understand the key concepts and patterns :)
Hi there, I'm trying to rebuild this in bevy 0.13, but couldn't get the PickSelection is_selected (which i believe is the equivalent of Selection selected()) to change to 'true' when click on one of the TowerType.
I have the same issue, it works for checking if the UI should be created or not, but doesn't work for replacing the tower... I'm on bevy 0.14.1 and have bevy_mod_picking at version 0.20.1
@@Syvies I think I figured it out? Editing the create_ui function to add the NoDeselect property to the ui buttons seems to produce the correct behavior.
One weird thing I found is that to automatically change text size in text node you are better off by squizing the text node size instead of changing font size directly because too many font sizes will just panic. Just due to having data loaded from files I cannot know max leanth of the text displayed.. Probably should just implement some word splitting logic for ui in the future instead maybe.
Yeah. I've only seen the font size issue when I am dynamically changing the font size (like using the inspector) but your solution is how I'd handle needing many sizes
Yooo why did I miss this when it came out Edit: would it be possible to take a look at the bevy_turborand crate? It’s a community plugin that adds random number generators via turborand, which uses either wyrand (fast) or chacha (secure).
Yeah. My plan is for the next video to cover the migration. The bevy migration guide covers everything that needs changing, just some shuffling of things in main and changing timer parameters
Very excited about this series. A few of my former colleagues and I are looking to get into Bevy game development and this is the perfect series to get us started and understand the key concepts and patterns :)
Your make quality videos
First! :D Awesome video. Very excited for the main menu tutorial in the future.
Second
Thank you! That should be coming up next (I get to see if I can beat bevy 0.9 :) )
Now I feel silly. Asked about how to do tooltips in another video's comments and this can be used for that.
Don't feel silly. It still would be an interesting problem to actually implement
great video. what I found usefull is overlay multiple full screen ui roots with absolute positioning
I actually discovered that myself in the last video in this series, it works great!
Your content is amazing! Thank you!
This was a very helpful video. Thank you!
Hi there, I'm trying to rebuild this in bevy 0.13, but couldn't get the PickSelection is_selected (which i believe is the equivalent of Selection selected()) to change to 'true' when click on one of the TowerType.
I have the same issue, it works for checking if the UI should be created or not, but doesn't work for replacing the tower...
I'm on bevy 0.14.1 and have bevy_mod_picking at version 0.20.1
@@Syvies I've been going through and updating these as well. Did you every figure out a solution?
@@AdamKonneker unfortunately not... I still followed the tutorial, but never found a solution for this issue...
@@Syvies
I think I figured it out? Editing the create_ui function to add the NoDeselect property to the ui buttons seems to produce the correct behavior.
One weird thing I found is that to automatically change text size in text node you are better off by squizing the text node size instead of changing font size directly because too many font sizes will just panic. Just due to having data loaded from files I cannot know max leanth of the text displayed.. Probably should just implement some word splitting logic for ui in the future instead maybe.
Yeah. I've only seen the font size issue when I am dynamically changing the font size (like using the inspector) but your solution is how I'd handle needing many sizes
Yooo why did I miss this when it came out
Edit: would it be possible to take a look at the bevy_turborand crate? It’s a community plugin that adds random number generators via turborand, which uses either wyrand (fast) or chacha (secure).
I guess bevy 0.9 revived the recommendations :)
Send me the crate on discord and I'll put it on my list to look at when I have time
are you going to refactor the code to bevy 9.0? I would mean so much to me :)
Yeah. My plan is for the next video to cover the migration. The bevy migration guide covers everything that needs changing, just some shuffling of things in main and changing timer parameters
@@logicprojects Thank you :)