# 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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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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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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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera2d);
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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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    // 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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    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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