Explicitly order CameraUpdateSystem before UiSystem::Prepare (#14609)

Fixes https://github.com/bevyengine/bevy/issues/14277.

May also fix https://github.com/bevyengine/bevy/issues/14255, needs
verification.

Explicitly order `CameraUpdateSystem` before `UiSystem::Prepare`, so
that when the window resizes, `camera_system` will update the `Camera`'s
viewport size before `ui_layout_system` also reacts to the window resize
and tries to read the new `Camera` viewport size to set UI node sizes
accordingly.

I tested that explicitly ordering `CameraUpdateSystem` _after_ triggers
the buggy behavior, and explicitly ordering it _before_ does not trigger
the buggy behavior or crash the app (which also demonstrates that the
system sets are ambiguous).

---

`CameraUpdateSystem` is now explicitly ordered before
`UiSystem::Prepare` instead of being ambiguous with it.
This commit is contained in:
Ben Frankel 2024-08-04 16:34:51 +03:00 committed by François
parent 7d63efe4c2
commit 216dba23cb
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@ -54,6 +54,7 @@ use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_input::InputSystem;
use bevy_render::{
camera::CameraUpdateSystem,
view::{check_visibility, VisibilitySystems},
RenderApp,
};
@ -129,6 +130,16 @@ impl Plugin for UiPlugin {
.register_type::<widget::Label>()
.register_type::<ZIndex>()
.register_type::<Outline>()
.configure_sets(
PostUpdate,
(
CameraUpdateSystem,
UiSystem::Stack,
UiSystem::Layout,
UiSystem::Outlines,
)
.chain(),
)
.add_systems(
PreUpdate,
ui_focus_system.in_set(UiSystem::Focus).after(InputSystem),
@ -205,11 +216,6 @@ fn build_text_interop(app: &mut App) {
widget::measure_text_system
.before(UiSystem::Layout)
// Potential conflict: `Assets<Image>`
// In practice, they run independently since `bevy_render::camera_update_system`
// will only ever observe its own render target, and `widget::measure_text_system`
// will never modify a pre-existing `Image` asset.
.ambiguous_with(bevy_render::camera::CameraUpdateSystem)
// Potential conflict: `Assets<Image>`
// Since both systems will only ever insert new [`Image`] assets,
// they will never observe each other's effects.
.ambiguous_with(bevy_text::update_text2d_layout)