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Sprite z-order is wrong when parent entity has no Transform. #1976
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The given example code will now produce a warning since #5590 was merged |
@StarArawn - is this still a problem? |
It is "fixed" by #5590 in the sense that it now displays a warning that tells the user why the transform is not applied, and allow them to fix it themselves. |
should this be kept open or can we consider it resolved? |
TriageBehavior is unchanged with Bevy 0.12. Reproduction code: https://github.com/TimJentzsch/bevy_triage/tree/main/issues/issue_1976 In this example we spawn a yellow rectangle at the bottom, a red rectangle in the middle, but with a parent element which doesn't have a transform, and a blue rectangle at the top. However, we get the following warnings in the console:
Considering that there is even an error code with a more detailed explanation, I think we could consider this resolved for now. |
Since we can always reopen this in the future, I'm closing this as completed based on the fact that we have these warnings now. |
Bevy version
0.5
Operating system & version
Windows 10
What you did
Create a sprite like:
Have another sprite that is suppose to render behind and you can see how the sprites z values on the GPU are completely wrong.
With a sprite that has no parent the calculated z values are:
.9980
and with a sprite that has a parent without a transform:
-0.001
What you expected to happen
If a parent entity has no transform its children's transforms should not change.
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