Don't bundle extra transform with camera in many sprites examples (#6079)
Fixes #6077 # Objective - Make many_sprites and many_animated_sprites work again ## Solution - Removed the extra transform from the camera bundle - not sure why it was necessary, since `Camera2dBundle::default()` already contains a transform with the same parameters. ---
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@ -51,10 +51,8 @@ fn setup(
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let texture_atlas_handle = texture_atlases.add(texture_atlas);
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let texture_atlas_handle = texture_atlases.add(texture_atlas);
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// Spawns the camera
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// Spawns the camera
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commands.spawn((
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Camera2dBundle::default(),
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commands.spawn(Camera2dBundle::default());
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Transform::from_xyz(0.0, 0.0, 1000.0),
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));
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// Builds and spawns the sprites
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// Builds and spawns the sprites
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for y in -half_y..half_y {
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for y in -half_y..half_y {
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@ -55,10 +55,8 @@ fn setup(mut commands: Commands, assets: Res<AssetServer>, color_tint: Res<Color
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let sprite_handle = assets.load("branding/icon.png");
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let sprite_handle = assets.load("branding/icon.png");
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// Spawns the camera
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// Spawns the camera
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commands.spawn((
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Camera2dBundle::default(),
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commands.spawn(Camera2dBundle::default());
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Transform::from_xyz(0.0, 0.0, 1000.0),
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));
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// Builds and spawns the sprites
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// Builds and spawns the sprites
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let mut sprites = vec![];
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let mut sprites = vec![];
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