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docs(README): updated docs
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README.md
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README.md
@ -56,10 +56,12 @@ The workflow goes as follows (once you got your Bevy code setup)
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- Create a mesh/ collection (for reuse) in Blender
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- Go to object properties => add a **STRING** property, and add your component data
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- unit structs, enums, and more complex strucs / components are all supported, if the fields are basic data types
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- for structs with no params (unit structs): use an empty value
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- Go to object properties => add a property, and add your component data
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- unit structs, enums, and more complex strucs / components are all supported, (if the fields are basic data types at least,
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have not tried more complex ones yet, but should also work)
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- for structs with no params (unit structs): use a **STRING** property & an empty value
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- for structs with params: use a RON representation of your fields (see below)
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- for tupple strucs you can use any of the built in Blender custom property types: Strings, Booleans, floats, Vectors, etc
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![unit struct components in Blender](./docs/components_blender.png)
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@ -78,7 +80,8 @@ The workflow goes as follows (once you got your Bevy code setup)
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(the Rust struct for this component for reference is [here](./src/core/camera/camera_tracking.rs#21) )
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Other examples of parameters, Enums (no quotes), strucs with fields etc
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There is an other examples of using various Component types: Enums, Tupple structs, strucs with fields etc [here](./src/test_components.rs),
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even colors, Vecs (arrays), Vec2, Vec3 etc are all supported
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![complex components in Blender](./docs/components_blender_parameters2.png)
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