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iOS screen rotation broken in 0.15 #16604
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@extrawurst Have you tested raw WGPU + Winit? |
No
The one the bevy_mobile_example inside the bevy repo uses |
Adding on to this - Winit/bevy_winit is emitting window resized events, with appropriate dimensions: What is interesting is that touch events don't register when tapping the black / unrendered portion of the screen: On my app animations are still running so I think we're still requesting redraws from winit - since there wasn't a new version of Winit from version 0.14 to 0.15, I think the issue is definitely in the bevy code. I'm unsure what actually determines the render area for the camera etc. but as Winit is not sending touch gestures back up to bevy in the black area - it seems as though the actual winit-window isn't actually resizing (unless we're doing bounds checking on touch/pointer inputs somewhere I didn't see) |
I spent some time on this. The render target has the right dimensions after changing window size, and Bevy can only request a window size change, but the iOS backend ignores this anyway. Furthermore, the sizes in Nonetheless, this can be tested easily by running an iOS app as "Design for iPad" and resizing the window. No matter how the window is resized, the rendered rectangle stays the same size, surrounded by gray. |
I ran |
Downgrading wgpu fixed my app. So now I need to bisect wgpu. |
Starting with |
Can you create an issue in wgpu to address this regression? |
Bevy version
bevy
0.15
[Optional] Relevant system information
MacOs 15.1.1 (24B91)
XCode 16.1 (16B40)
Tested in Simulator
What you did
Just running
bevy_mobile_example
in the iOS SimulatorWhat went wrong
If you rotate the device, bevy should adapt its viewport from portrait to landscape but it is stuck in portrait:
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