From 2c37bdeb47fb2ea00dde5172d1047f85dedcfc47 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kristoffer=20S=C3=B8holm?= Date: Sun, 8 Jun 2025 18:29:13 +0200 Subject: [PATCH] Fix PickingInteraction change detection (#19488) # Objective Fixes #19464 ## Solution Instead of clearing previous `PickingInteractions` before updating, we clear them last for those components that weren't updated, and use `set_if_neq` when writing. ## Testing I tried the sprite_picking example and it still works. You can add the following system to picking examples to check that change detection works as intended: ```rust fn print_picking(query: Query<(Entity, &PickingInteraction), Changed>) { for (entity, interaction) in &query { println!("{entity} {interaction:?}"); } } ``` --- crates/bevy_picking/src/hover.rs | 32 ++++++++++++++++++-------------- 1 file changed, 18 insertions(+), 14 deletions(-) diff --git a/crates/bevy_picking/src/hover.rs b/crates/bevy_picking/src/hover.rs index 6347568c02..2bf23c50ba 100644 --- a/crates/bevy_picking/src/hover.rs +++ b/crates/bevy_picking/src/hover.rs @@ -208,18 +208,6 @@ pub fn update_interactions( mut pointers: Query<(&PointerId, &PointerPress, &mut PointerInteraction)>, mut interact: Query<&mut PickingInteraction>, ) { - // Clear all previous hover data from pointers and entities - for (pointer, _, mut pointer_interaction) in &mut pointers { - pointer_interaction.sorted_entities.clear(); - if let Some(previously_hovered_entities) = previous_hover_map.get(pointer) { - for entity in previously_hovered_entities.keys() { - if let Ok(mut interaction) = interact.get_mut(*entity) { - *interaction = PickingInteraction::None; - } - } - } - } - // Create a map to hold the aggregated interaction for each entity. This is needed because we // need to be able to insert the interaction component on entities if they do not exist. To do // so we need to know the final aggregated interaction state to avoid the scenario where we set @@ -239,13 +227,29 @@ pub fn update_interactions( } // Take the aggregated entity states and update or insert the component if missing. - for (hovered_entity, new_interaction) in new_interaction_state.drain() { + for (&hovered_entity, &new_interaction) in new_interaction_state.iter() { if let Ok(mut interaction) = interact.get_mut(hovered_entity) { - *interaction = new_interaction; + interaction.set_if_neq(new_interaction); } else if let Ok(mut entity_commands) = commands.get_entity(hovered_entity) { entity_commands.try_insert(new_interaction); } } + + // Clear all previous hover data from pointers that are no longer hovering any entities. + // We do this last to preserve change detection for picking interactions. + for (pointer, _, _) in &mut pointers { + let Some(previously_hovered_entities) = previous_hover_map.get(pointer) else { + continue; + }; + + for entity in previously_hovered_entities.keys() { + if !new_interaction_state.contains_key(entity) { + if let Ok(mut interaction) = interact.get_mut(*entity) { + interaction.set_if_neq(PickingInteraction::None); + } + } + } + } } /// Merge the interaction state of this entity into the aggregated map.