
# Objective Tripped over the `directional_navigation` one recently while playing around with that example. Examples should import items from `bevy` rather than the sub-crates directly. ## Solution Use paths re-exported by `bevy`. ## Testing ``` cargo run --example log_diagnostics cargo run --example directional_navigation cargo run --example custom_projection ```
64 lines
2.4 KiB
Rust
64 lines
2.4 KiB
Rust
//! Shows different built-in plugins that logs diagnostics, like frames per second (FPS), to the console.
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins((
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// The diagnostics plugins need to be added after DefaultPlugins as they use e.g. the time plugin for timestamps.
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DefaultPlugins,
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// Adds a system that prints diagnostics to the console.
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// The other diagnostics plugins can still be used without this if you want to use them in an ingame overlay for example.
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LogDiagnosticsPlugin::default(),
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// Adds frame time, FPS and frame count diagnostics.
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FrameTimeDiagnosticsPlugin::default(),
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// Adds an entity count diagnostic.
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bevy::diagnostic::EntityCountDiagnosticsPlugin,
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// Adds cpu and memory usage diagnostics for systems and the entire game process.
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bevy::diagnostic::SystemInformationDiagnosticsPlugin,
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// Forwards various diagnostics from the render app to the main app.
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// These are pretty verbose but can be useful to pinpoint performance issues.
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bevy::render::diagnostic::RenderDiagnosticsPlugin,
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))
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// No rendering diagnostics are emitted unless something is drawn to the screen,
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// so we spawn a small scene.
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.add_systems(Startup, setup)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// circular base
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commands.spawn((
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Mesh3d(meshes.add(Circle::new(4.0))),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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));
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// cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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// light
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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