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1 | 1 | //! This module provides a simple interface for implementing a picking backend.
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2 | 2 | //!
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3 |
| -//! Don't be dissuaded by terminology like "backend"; the idea is dead simple. `bevy_picking_core` |
| 3 | +//! Don't be dissuaded by terminology like "backend"; the idea is dead simple. `bevy_picking` |
4 | 4 | //! will tell you where pointers are, all you have to do is send an event if the pointers are
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5 | 5 | //! hitting something. That's it. The rest of this documentation explains the requirements in more
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6 | 6 | //! detail.
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7 | 7 | //!
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8 |
| -//! Because `bevy_picking_core` is very loosely coupled with its backends, you can mix and match as |
| 8 | +//! Because `bevy_picking` is very loosely coupled with its backends, you can mix and match as |
9 | 9 | //! many backends as you want. For example, You could use the `rapier` backend to raycast against
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10 | 10 | //! physics objects, a picking shader backend to pick non-physics meshes, and the `bevy_ui` backend
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11 | 11 | //! for your UI. The [`PointerHits`]s produced by these various backends will be combined, sorted,
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@@ -158,8 +158,8 @@ pub mod ray {
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158 | 158 | ///
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159 | 159 | /// ```
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160 | 160 | /// # use bevy_ecs::prelude::*;
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161 |
| - /// # use bevy_picking_core::backend::ray::RayMap; |
162 |
| - /// # use bevy_picking_core::backend::PointerHits; |
| 161 | + /// # use bevy_picking::backend::ray::RayMap; |
| 162 | + /// # use bevy_picking::backend::PointerHits; |
163 | 163 | /// // My raycasting backend
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164 | 164 | /// pub fn update_hits(ray_map: Res<RayMap>, mut output_events: EventWriter<PointerHits>,) {
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165 | 165 | /// for (&ray_id, &ray) in ray_map.iter() {
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