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		eb51b4c28e
		
			
		
	
	
	
	
		
			
			# Objective A step in the migration to required components: scenes! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA): - Deprecate `SceneBundle` and `DynamicSceneBundle`. - Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a `Handle<Scene>` and `Handle<DynamicScene>` respectively. ## Migration Guide Asset handles for scenes and dynamic scenes must now be wrapped in the `SceneRoot` and `DynamicSceneRoot` components. Raw handles as components no longer spawn scenes. Additionally, `SceneBundle` and `DynamicSceneBundle` have been deprecated. Instead, use the scene components directly. Previously: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(SceneBundle { scene: model_scene, transform: Transform::from_xyz(-4.0, 0.0, -3.0), ..default() }); ``` Now: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(( SceneRoot(model_scene), Transform::from_xyz(-4.0, 0.0, -3.0), )); ```
		
			
				
	
	
		
			38 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			38 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Hot reloading allows you to modify assets files to be immediately reloaded while your game is
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| //! running. This lets you immediately see the results of your changes without restarting the game.
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| //! This example illustrates hot reloading mesh changes.
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| //!
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| //! Note that hot asset reloading requires the [`AssetWatcher`](bevy::asset::io::AssetWatcher) to be enabled
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| //! for your current platform. For desktop platforms, enable the `file_watcher` cargo feature.
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| 
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| use bevy::prelude::*;
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| 
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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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| 
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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 =
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|         asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf"));
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| 
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|     // Any changes to the mesh will be reloaded automatically! Try making a change to torus.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(SceneRoot(scene_handle));
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|     // light
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|     commands.spawn((
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|         DirectionalLight::default(),
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|         Transform::from_xyz(4.0, 5.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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|     ));
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|     // camera
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|     commands.spawn(Camera3dBundle {
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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()
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|     });
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| }
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