# Objective I noticed when I was looking at the embedded assets example that there wasn't any comments on it to indicate what an embedded asset is and why anyone would want to make one. ## Solution I added some more comments to the example that gives more detail about embedded assets and how they work. Feel free to be aggressive with rewriting these comments however, I just think the example could use something haha. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
		
			
				
	
	
		
			59 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Example of loading an embedded asset.
 | 
						|
 | 
						|
//! An embedded asset is an asset included in the program's memory, in contrast to other assets that are normally loaded from disk to memory when needed.
 | 
						|
//! The below example embeds the asset at program startup, unlike the common use case of embedding an asset at build time. Embedded an asset at program startup can be useful
 | 
						|
//! for things like loading screens, since it might be nice to display some art while other, non-embedded, assets are loading.
 | 
						|
 | 
						|
//! One common use case for embedded assets is including them directly within the executable during its creation. By embedding an asset at build time rather than runtime
 | 
						|
//! the program never needs to go to disk for the asset at all, since it is already located in the program's binary executable.
 | 
						|
use bevy::{
 | 
						|
    asset::{embedded_asset, io::AssetSourceId, AssetPath},
 | 
						|
    prelude::*,
 | 
						|
};
 | 
						|
use std::path::Path;
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins((DefaultPlugins, EmbeddedAssetPlugin))
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
struct EmbeddedAssetPlugin;
 | 
						|
 | 
						|
impl Plugin for EmbeddedAssetPlugin {
 | 
						|
    fn build(&self, app: &mut App) {
 | 
						|
        // We get to choose some prefix relative to the workspace root which
 | 
						|
        // will be ignored in "embedded://" asset paths.
 | 
						|
        let omit_prefix = "examples/asset";
 | 
						|
        // Path to asset must be relative to this file, because that's how
 | 
						|
        // include_bytes! works.
 | 
						|
        embedded_asset!(app, omit_prefix, "files/bevy_pixel_light.png");
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | 
						|
    commands.spawn(Camera2d);
 | 
						|
 | 
						|
    // Each example is its own crate (with name from [[example]] in Cargo.toml).
 | 
						|
    let crate_name = "embedded_asset";
 | 
						|
 | 
						|
    // The actual file path relative to workspace root is
 | 
						|
    // "examples/asset/files/bevy_pixel_light.png".
 | 
						|
    //
 | 
						|
    // We omit the "examples/asset" from the embedded_asset! call and replace it
 | 
						|
    // with the crate name.
 | 
						|
    let path = Path::new(crate_name).join("files/bevy_pixel_light.png");
 | 
						|
    let source = AssetSourceId::from("embedded");
 | 
						|
    let asset_path = AssetPath::from_path(&path).with_source(source);
 | 
						|
 | 
						|
    // You could also parse this URL-like string representation for the asset
 | 
						|
    // path.
 | 
						|
    assert_eq!(
 | 
						|
        asset_path,
 | 
						|
        "embedded://embedded_asset/files/bevy_pixel_light.png".into()
 | 
						|
    );
 | 
						|
 | 
						|
    commands.spawn(Sprite::from_image(asset_server.load(asset_path)));
 | 
						|
}
 |