bevy/examples/diagnostics/log_diagnostics.rs
Rob Parrett b40845d296
Fix a few subcrate import paths in examples (#19002)
# 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
```
2025-04-30 18:41:17 +00:00

64 lines
2.4 KiB
Rust

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