 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.
		
			
				
	
	
		
			50 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			50 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! An example of registering an extra asset source, and loading assets from it.
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| //! This asset source exists in addition to the default asset source.
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| 
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| use bevy::{
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|     asset::{
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|         io::{AssetSourceBuilder, AssetSourceId},
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|         AssetPath,
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|     },
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|     prelude::*,
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| };
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| use std::path::Path;
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| 
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| fn main() {
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|     App::new()
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|         // Add an extra asset source with the name "example_files" to
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|         // AssetSourceBuilders.
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|         //
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|         // This must be done before AssetPlugin finalizes building assets.
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|         .register_asset_source(
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|             "example_files",
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|             AssetSourceBuilder::platform_default("examples/asset/files", None),
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|         )
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|         // DefaultPlugins contains AssetPlugin so it must be added to our App
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|         // after inserting our new asset source.
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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(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn(Camera2d);
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| 
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|     // Now we can load the asset using our new asset source.
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|     //
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|     // The actual file path relative to workspace root is
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|     // "examples/asset/files/bevy_pixel_light.png".
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|     let path = Path::new("bevy_pixel_light.png");
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|     let source = AssetSourceId::from("example_files");
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|     let asset_path = AssetPath::from_path(path).with_source(source);
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| 
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|     // You could also parse this URL-like string representation for the asset
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|     // path.
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|     assert_eq!(asset_path, "example_files://bevy_pixel_light.png".into());
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| 
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|     commands.spawn(SpriteBundle {
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|         texture: asset_server.load(asset_path),
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|         ..default()
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|     });
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| }
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