# Objective Co-Authored-By: davier [bricedavier@gmail.com](mailto:bricedavier@gmail.com) Fixes #3576. Adds a `resources` field in scene serialization data to allow de/serializing resources that have reflection enabled. ## Solution Most of this code is taken from a previous closed PR: https://github.com/bevyengine/bevy/pull/3580. Most of the credit goes to @Davier , what I did was mostly getting it to work on the latest main branch of Bevy, along with adding a few asserts in the currently existing tests to be sure everything is working properly. This PR changes the scene format to include resources in this way: ``` ( resources: { // List of resources here, keyed by resource type name. }, entities: [ // Previous scene format here ], ) ``` An example taken from the tests: ``` ( resources: { "bevy_scene::serde::tests::MyResource": ( foo: 123, ), }, entities: { // Previous scene format here }, ) ``` For this, a `resources` fields has been added on the `DynamicScene` and the `DynamicSceneBuilder` structs. The latter now also has a method named `extract_resources` to properly extract the existing resources registered in the local type registry, in a similar way to `extract_entities`. --- ## Changelog Added: Reflect resources registered in the type registry used by dynamic scenes will now be properly de/serialized in scene data. ## Migration Guide Since the scene format has been changed, the user may not be able to use scenes saved prior to this PR due to the `resources` scene field being missing. ~~To preserve backwards compatibility, I will try to make the `resources` fully optional so that old scenes can be loaded without issue.~~ ## TODOs - [x] I may have to update a few doc blocks still referring to dynamic scenes as mere container of entities, since they now include resources as well. - [x] ~~I want to make the `resources` key optional, as specified in the Migration Guide, so that old scenes will be compatible with this change.~~ Since this would only be trivial for ron format, I think it might be better to consider it in a separate PR/discussion to figure out if it could be done for binary serialization too. - [x] I suppose it might be a good idea to add a resources in the scene example so that users will quickly notice they can serialize resources just like entities. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
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(
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  resources: {
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    "scene::ResourceA": (
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      score: 2,
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    ),
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  },
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  entities: {
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    0: (
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      components: {
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        "bevy_transform::components::transform::Transform": (
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          translation: (
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            x: 0.0,
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            y: 0.0,
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            z: 0.0
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          ),
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          rotation: (0.0, 0.0, 0.0, 1.0),
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          scale: (
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            x: 1.0,
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            y: 1.0,
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            z: 1.0
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          ),
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        ),
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        "scene::ComponentB": (
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          value: "hello",
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        ),
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        "scene::ComponentA": (
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          x: 1.0,
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          y: 2.0,
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        ),
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      },
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    ),
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    1: (
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      components: {
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        "scene::ComponentA": (
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          x: 3.0,
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          y: 4.0,
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        ),
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      },
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    ),
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  }
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)
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