use bevy::{ prelude::*, render::camera::RenderTarget, window::{CreateWindow, PresentMode, WindowId}, }; /// This example creates a second window and draws a mesh from two different cameras, one in each window fn main() { App::new() .add_plugins(DefaultPlugins) .add_startup_system(setup) .add_startup_system(create_new_window) .run(); } fn create_new_window(mut create_window_events: EventWriter, mut commands: Commands) { let window_id = WindowId::new(); // sends out a "CreateWindow" event, which will be received by the windowing backend create_window_events.send(CreateWindow { id: window_id, descriptor: WindowDescriptor { width: 800., height: 600., present_mode: PresentMode::Immediate, title: "Second window".to_string(), ..default() }, }); // second window camera commands.spawn_bundle(PerspectiveCameraBundle { camera: Camera { target: RenderTarget::Window(window_id), ..default() }, transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } fn setup(mut commands: Commands, asset_server: Res) { // add entities to the world commands.spawn_scene(asset_server.load("models/monkey/Monkey.gltf#Scene0")); // light commands.spawn_bundle(PointLightBundle { transform: Transform::from_xyz(4.0, 5.0, 4.0), ..default() }); // main camera commands.spawn_bundle(PerspectiveCameraBundle { transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); }