Move scene spawner systems to SpawnScene schedule (#9260)
# Objective - Fixes https://github.com/bevyengine/bevy/issues/9250 ## Changelog - Move scene spawner systems to a new SpawnScene schedule which is after Update and before PostUpdate (schedule order: [PreUpdate][Update][SpawnScene][PostUpdate]) ## Migration Guide - Move scene spawner systems to a new SpawnScene schedule which is after Update and before PostUpdate (schedule order: [PreUpdate][Update][SpawnScene][PostUpdate]), you might remove system ordering code related to scene spawning as the execution order has been guaranteed by bevy engine. --------- Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
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@ -79,6 +79,11 @@ pub struct FixedUpdate;
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct Update;
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/// The schedule that contains scene spawning.
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/// This is run by the [`Main`] schedule.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct SpawnScene;
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/// The schedule that contains logic that must run after [`Update`]. For example, synchronizing "local transforms" in a hierarchy
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/// to "global" absolute transforms. This enables the [`PostUpdate`] transform-sync system to react to "local transform" changes in
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/// [`Update`] without the [`Update`] systems needing to know about (or add scheduler dependencies for) the "global transform sync system".
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@ -112,6 +117,7 @@ impl Default for MainScheduleOrder {
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Box::new(StateTransition),
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Box::new(RunFixedUpdateLoop),
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Box::new(Update),
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Box::new(SpawnScene),
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Box::new(PostUpdate),
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Box::new(Last),
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],
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@ -11,6 +11,7 @@ mod scene_spawner;
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#[cfg(feature = "serialize")]
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pub mod serde;
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use bevy_ecs::schedule::IntoSystemConfigs;
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pub use bundle::*;
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pub use dynamic_scene::*;
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pub use dynamic_scene_builder::*;
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@ -27,7 +28,7 @@ pub mod prelude {
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};
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}
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use bevy_app::prelude::*;
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use bevy_app::{prelude::*, SpawnScene};
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use bevy_asset::AddAsset;
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#[derive(Default)]
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@ -40,9 +41,7 @@ impl Plugin for ScenePlugin {
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.add_asset::<Scene>()
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.init_asset_loader::<SceneLoader>()
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.init_resource::<SceneSpawner>()
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.add_systems(Update, scene_spawner_system)
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// Systems `*_bundle_spawner` must run before `scene_spawner_system`
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.add_systems(PreUpdate, scene_spawner);
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.add_systems(SpawnScene, (scene_spawner, scene_spawner_system).chain());
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}
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}
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