From 8672a559debdcc83a3a073f805672a5df0fc1390 Mon Sep 17 00:00:00 2001 From: Jan Hohenheim Date: Sun, 13 Jul 2025 03:36:35 +0200 Subject: [PATCH] Add PR --- release-content/migration-guides/convert-coordinates.md | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/release-content/migration-guides/convert-coordinates.md b/release-content/migration-guides/convert-coordinates.md index 85ab80ed20..a026ff4e34 100644 --- a/release-content/migration-guides/convert-coordinates.md +++ b/release-content/migration-guides/convert-coordinates.md @@ -1,7 +1,7 @@ --- title: Allow importing glTFs with a corrected coordinate system authors: ["@janhohenheim"] -pull_requests: [19633, 19685, 19816] +pull_requests: [19633, 19685, 19816, 20099] --- glTF uses the following coordinate system: @@ -16,7 +16,8 @@ and Bevy uses: - up: Y - right: X -This means that to correctly import glTFs into Bevy, vertex data should be rotated by 180 degrees around the Y axis. +This means that to correctly import glTFs into Bevy, vertex data should be rotated by 180 degrees around the Y axis. + For the longest time, Bevy has simply ignored this distinction. That caused issues when working across programs, as most software respects the glTF coordinate system when importing and exporting glTFs. Your scene might have looked correct in Blender, Maya, TrenchBroom, etc. but everything would be flipped when importing it into Bevy!