# 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.
		
			
				
	
	
		
			52 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			52 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows that multiple instances of a cube are automatically instanced in one draw call
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//! Try running this example in a graphics profiler and all the cubes should be only a single draw call.
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use bevy::prelude::*;
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fn main() {
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    App::new()
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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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/// set up a simple 3D scene
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    // camera
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(0.0, 48.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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    // light
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    commands.spawn((
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        PointLight {
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            shadows_enabled: true,
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            ..default()
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        },
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        Transform::from_xyz(0.0, 16.0, 8.0),
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    ));
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    let mesh = meshes.add(Cuboid::from_size(Vec3::splat(0.5)));
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    // This example uses the StandardMaterial but it can work with most custom material too
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    let material = materials.add(Color::srgb_u8(124, 144, 255));
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    // spawn 1000 cubes
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    for x in -5..5 {
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        for y in -5..5 {
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            for z in -5..5 {
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                commands.spawn((
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                    // For automatic instancing to take effect you need to
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                    // use the same mesh handle and material handle for each instance
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                    Mesh3d(mesh.clone()),
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                    MeshMaterial3d(material.clone()),
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                    Transform::from_xyz(x as f32, y as f32, z as f32),
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                ));
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            }
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        }
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    }
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}
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