 e928acb9ff
			
		
	
	
		e928acb9ff
		
	
	
	
	
		
			
			# Objective - `asset_server.watch_for_changes().unwrap()` only watches changes for assets loaded **_after_** that call. - Technically, the `hot_asset_reloading` example is racey as the watch on the asset path is set up in an async task scheduled from the asset `load()`, but the filesystem watcher is only constructed in a call that comes **_after_** the call to `load()`. ## Solution - It feels safest to allow enabling watching the filesystem for changes on the asset server from the point of its construction. Therefore, adding such an option to `AssetServerSettings` seemed to be the correct solution. - Fix `hot_asset_reloading` by inserting the `AssetServerSettings` resource with `watch_for_changes: true` instead of calling `asset_server.watch_for_changes().unwrap()`. - Document the shortcomings of `.watch_for_changes()`
		
			
				
	
	
		
			38 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			38 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{asset::AssetServerSettings, prelude::*};
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| 
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| /// Hot reloading allows you to modify assets on disk and they will be "live reloaded" while your
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| /// game is running. This lets you immediately see the results of your changes without restarting
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| /// the game. This example illustrates hot reloading mesh changes.
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| fn main() {
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|     App::new()
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|         // Tell the asset server to watch for asset changes on disk:
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|         .insert_resource(AssetServerSettings {
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|             watch_for_changes: true,
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|             ..Default::default()
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|         })
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(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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|     // Load our mesh:
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|     let scene_handle = asset_server.load("models/monkey/Monkey.gltf#Scene0");
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| 
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|     // Any changes to the mesh will be reloaded automatically! Try making a change to Monkey.gltf.
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|     // You should see the changes immediately show up in your app.
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| 
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|     // mesh
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|     commands.spawn_scene(scene_handle);
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|     // light
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|     commands.spawn_bundle(PointLightBundle {
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|         transform: Transform::from_xyz(4.0, 5.0, 4.0),
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|         ..Default::default()
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|     });
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|     // camera
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_xyz(2.0, 2.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..Default::default()
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|     });
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| }
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