Commit 081d2de
authored
Fix
# Objective
The `init_physics_transform` hook can fail for scenes, because hierarchies may not be finalized in hooks (see bevyengine/bevy#18671). This normally doesn't actually cause problems, but in a very specific case where an entity has both a `RigidBody` and `Collider` (causing `init_physics_transform` to be called twice) in a hierarchy, and the insertion of one of the components is deferred such that the hierarchy *is* finalized for that one but not the other, the computed global transforms will end up being wrong. Yeah.
## Solution
For now, just avoid calling `init_physics_transform` twice by checking if the entity has a `RigidBody` for colliders.
Additionally, only run `transform_to_position` logic for `Position` and `Rotation` if they were not just added, to avoid using the invalid values. Propagation will fix things up later.
## Testing
The [`physics_avian`](https://github.com/Noxmore/bevy_trenchbroom/tree/main/example/physics_avian) example from bevy_trenchbroom, adding a `RigidBody` for the brushes.init_physics_transform running twice and breaking scene hierarchies (#873)1 parent 0571869 commit 081d2de
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