Add a small note on loading screens
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//! The handle that's returned will be used to instantiate various [`Component`](bevy_ecs::prelude::Component)s that require asset data to function,
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//! The handle that's returned will be used to instantiate various [`Component`](bevy_ecs::prelude::Component)s that require asset data to function,
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//! which will then be spawned into the world as part of an entity.
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//! which will then be spawned into the world as part of an entity.
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//!
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//!
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//! To avoid assets "popping" into existence, you may want to check that all of the required assets are loaded before transitioning to a new scene.
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//! This can be done by checking the [`LoadState`] of the asset handle using [`AssetServer::is_loaded_with_dependencies`],
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//! which will be [`LoadState::Loaded`] when the asset is ready to use.
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//! Keep track of what you're waiting on using a [`HashSet`] or similar data structure,
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//! poll in your update loop, and transition to the new scene when all assets are loaded.
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//! Bevy's built-in states system can be very helpful for this!
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//!
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//! If we later want to manipulate this asset data (such as for displaying a death animation), we have three options:
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//! If we later want to manipulate this asset data (such as for displaying a death animation), we have three options:
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//!
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//!
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//! 1. Despawn the entity and spawn a new one with the new asset data.
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//! 1. Despawn the entity and spawn a new one with the new asset data.
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