 25bfa80e60
			
		
	
	
		25bfa80e60
		
			
		
	
	
	
	
		
			
			# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			24 lines
		
	
	
		
			642 B
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			24 lines
		
	
	
		
			642 B
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to render a polygonal [`Mesh`], generated from a [`Rectangle`] primitive, in a 2D scene.
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| 
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| use bevy::{color::palettes::basic::PURPLE, prelude::*};
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         .run();
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| }
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| 
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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<ColorMaterial>>,
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| ) {
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|     commands.spawn(Camera2d);
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|     commands.spawn((
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|         Mesh2d(meshes.add(Rectangle::default())),
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|         MeshMaterial2d(materials.add(Color::from(PURPLE))),
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|         Transform::default().with_scale(Vec3::splat(128.)),
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|     ));
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| }
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