bevy/examples/asset/hot_asset_reloading.rs
Marek Legris 5acebed731
Transform and GlobalTransform are now Similarities (#596)
Transform and GlobalTransform are now Similarities.

This resolves precision errors and simplifies the api

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-10-18 13:03:16 -07:00

54 lines
1.7 KiB
Rust

use bevy::prelude::*;
/// Hot reloading allows you to modify assets on disk and they will be "live reloaded" while your game is running.
/// This lets you immediately see the results of your changes without restarting the game.
/// This example illustrates hot reloading mesh changes.
fn main() {
App::build()
.add_default_plugins()
.add_startup_system(setup.system())
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Load our mesh:
let mesh_handle = asset_server
.load("assets/models/monkey/Monkey.gltf")
.unwrap();
// Tell the asset server to watch for asset changes on disk:
asset_server.watch_for_changes().unwrap();
// Any changes to the mesh will be reloaded automatically! Try making a change to Monkey.gltf.
// You should see the changes immediately show up in your app.
// Create a material for the mesh:
let material_handle = materials.add(StandardMaterial {
albedo: Color::rgb(0.8, 0.7, 0.6),
..Default::default()
});
// Add entities to the world:
commands
// mesh
.spawn(PbrComponents {
mesh: mesh_handle,
material: material_handle,
..Default::default()
})
// light
.spawn(LightComponents {
transform: Transform::from_translation(Vec3::new(4.0, 5.0, 4.0)),
..Default::default()
})
// camera
.spawn(Camera3dComponents {
transform: Transform::from_translation(Vec3::new(2.0, 2.0, 6.0)).looking_at_origin(),
..Default::default()
});
}