use bevy::{prelude::*, window::WindowMode}; // the `bevy_main` proc_macro generates the required ios boilerplate #[bevy_main] fn main() { App::new() .insert_resource(WindowDescriptor { vsync: true, resizable: false, mode: WindowMode::BorderlessFullscreen, ..Default::default() }) .insert_resource(Msaa { samples: 4 }) .add_plugins(DefaultPlugins) .add_startup_system(setup_scene.system()) .add_startup_system(setup_music.system()) .run(); } /// set up a simple 3D scene fn setup_scene( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })), material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()), ..Default::default() }); // cube commands.spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(Color::rgb(0.5, 0.4, 0.3).into()), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..Default::default() }); // sphere commands.spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Icosphere { subdivisions: 4, radius: 0.5, })), material: materials.add(Color::rgb(0.1, 0.4, 0.8).into()), transform: Transform::from_xyz(1.5, 1.5, 1.5), ..Default::default() }); // light commands.spawn_bundle(PointLightBundle { transform: Transform::from_xyz(4.0, 8.0, 4.0), ..Default::default() }); // camera commands.spawn_bundle(PerspectiveCameraBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..Default::default() }); } fn setup_music(asset_server: Res, audio: Res