
# 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
|
|
//! running. This lets you immediately see the results of your changes without restarting the game.
|
|
//! This example illustrates hot reloading mesh changes.
|
|
//!
|
|
//! Note that hot asset reloading requires the [`AssetWatcher`](bevy::asset::io::AssetWatcher) to be enabled
|
|
//! for your current platform. For desktop platforms, enable the `file_watcher` cargo feature.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
// Load our mesh:
|
|
let scene_handle =
|
|
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf"));
|
|
|
|
// Any changes to the mesh will be reloaded automatically! Try making a change to torus.gltf.
|
|
// You should see the changes immediately show up in your app.
|
|
|
|
// mesh
|
|
commands.spawn(SceneRoot(scene_handle));
|
|
// light
|
|
commands.spawn((
|
|
DirectionalLight::default(),
|
|
Transform::from_xyz(4.0, 5.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(2.0, 2.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|