# 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.
		
			
				
	
	
		
			83 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			83 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to use logs in bevy.
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use bevy::{log::once, prelude::*};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(bevy::log::LogPlugin {
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            // Uncomment this to override the default log settings:
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            // level: bevy::log::Level::TRACE,
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            // filter: "wgpu=warn,bevy_ecs=info".to_string(),
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            ..default()
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        }))
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        .add_systems(Startup, setup)
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        .add_systems(Update, log_system)
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        .add_systems(Update, log_once_system)
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        .add_systems(Update, panic_on_p)
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        .run();
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}
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fn setup(mut commands: Commands) {
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    commands.spawn(Camera2d);
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    commands.spawn(TextBundle {
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        text: Text::from_section("Press P to panic", TextStyle::default()),
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        style: Style {
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            position_type: PositionType::Absolute,
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            top: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        },
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        ..default()
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    });
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}
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fn panic_on_p(keys: Res<ButtonInput<KeyCode>>) {
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    if keys.just_pressed(KeyCode::KeyP) {
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        panic!("P pressed, panicking");
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    }
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}
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fn log_system() {
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    // here is how you write new logs at each "log level" (in "least important" to "most important"
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    // order)
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    trace!("very noisy");
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    debug!("helpful for debugging");
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    info!("helpful information that is worth printing by default");
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    warn!("something bad happened that isn't a failure, but thats worth calling out");
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    error!("something failed");
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    // by default, trace and debug logs are ignored because they are "noisy"
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    // you can control what level is logged by setting up the LogPlugin
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    // alternatively you can set the log level via the RUST_LOG=LEVEL environment variable
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    // ex: RUST_LOG=trace, RUST_LOG=info,bevy_ecs=warn
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    // the format used here is super flexible. check out this documentation for more info:
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    // https://docs.rs/tracing-subscriber/*/tracing_subscriber/filter/struct.EnvFilter.html
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}
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fn log_once_system() {
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    // The 'once' variants of each log level are useful when a system is called every frame,
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    // but we still wish to inform the user only once. In other words, use these to prevent spam :)
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    trace_once!("one time noisy message");
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    debug_once!("one time debug message");
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    info_once!("some info which is printed only once");
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    warn_once!("some warning we wish to call out only once");
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    error_once!("some error we wish to report only once");
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    for i in 0..10 {
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        info_once!("logs once per call site, so this works just fine: {}", i);
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    }
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    // you can also use the `once!` macro directly,
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    // in situations where you want to do something expensive only once
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    // within the context of a continuous system.
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    once!({
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        info!("doing expensive things");
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        let mut a: u64 = 0;
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        for i in 0..100000000 {
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            a += i;
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        }
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        info!("result of some expensive one time calculation: {}", a);
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    });
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}
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