use bevy::prelude::*; fn main() { App::build() .add_default_plugins() .add_startup_system(setup.system()) .run(); } fn setup( command_buffer: &mut CommandBuffer, mut asset_server: ResMut, mut meshes: ResMut>, mut materials: ResMut>, ) { // You can load all assets in a folder like this. They will be loaded in parallel without blocking asset_server.load_asset_folder("assets/models/monkey").unwrap(); // Then any asset in the folder can be accessed like this: let monkey_handle = asset_server .get_handle("assets/models/monkey/Monkey.gltf") .unwrap(); // You can load individual assets like this: let cube_handle = asset_server .load("assets/models/cube/cube.gltf") .unwrap(); // Assets are loaded in the background by default, which means they might not be available immediately after calling load(). // If you need immediate access you can load assets synchronously like this: let sphere_handle = asset_server.load_sync(&mut meshes, "assets/models/sphere/sphere.gltf").unwrap(); // All assets end up in their Assets collection once they are done loading: let sphere = meshes.get(&sphere_handle).unwrap(); println!("{:?}", sphere.primitive_topology); // You can also add assets directly to their Assets storage: let material_handle = materials.add(StandardMaterial { albedo: Color::rgb(0.5, 0.4, 0.3), ..Default::default() }); // Add entities to the world: command_buffer .build() // monkey .add_entity(MeshEntity { mesh: monkey_handle, material: material_handle, translation: Translation::new(-3.0, 0.0, 0.0), ..Default::default() }) // cube .add_entity(MeshEntity { mesh: cube_handle, material: material_handle, translation: Translation::new(0.0, 0.0, 0.0), ..Default::default() }) // sphere .add_entity(MeshEntity { mesh: sphere_handle, material: material_handle, translation: Translation::new(3.0, 0.0, 0.0), ..Default::default() }) // light .add_entity(LightEntity { translation: Translation::new(4.0, -4.0, 5.0), ..Default::default() }) // camera .add_entity(CameraEntity { local_to_world: LocalToWorld(Mat4::look_at_rh( Vec3::new(0.0, -10.0, 3.0), Vec3::new(0.0, 0.0, 0.0), Vec3::new(0.0, 0.0, 1.0), )), ..Default::default() }); }