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chore(Blenvy): tweaks, adjustements, moved examples etc
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@ -32,7 +32,7 @@ It also allows you to setup 'blueprints' in Blender by using collections (the re
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One crate to rule them all !
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One crate to rule them all !
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- [blenvy](./crates/blenvu/) This crate allows you to
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- [blenvy](./crates/blenvy/) This crate allows you to
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* define components direclty inside gltf files and instanciate/inject the components on the Bevy side.
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* define components direclty inside gltf files and instanciate/inject the components on the Bevy side.
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* export your project's Bevy registry to json, in order to be able to generate custom component UIs on the Blender side in the Blender [blenvy](./tools/blenvy/README.md) add-on
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* export your project's Bevy registry to json, in order to be able to generate custom component UIs on the Blender side in the Blender [blenvy](./tools/blenvy/README.md) add-on
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* define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy. With the ability to override and add components when spawning, efficient "level" loading etc
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* define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy. With the ability to override and add components when spawning, efficient "level" loading etc
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3
TODO.md
3
TODO.md
@ -301,7 +301,8 @@ Bevy Side:
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- [x] remove "Library" component & co
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- [x] remove "Library" component & co
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- [x] make "InBlueprint" non optional,
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- [x] make "InBlueprint" non optional,
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- [ ] and perhaps rename it to "FromBlueprint(BlueprintInfo)"
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- [x] and perhaps rename it to "FromBlueprint"
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- [ ] perhaps change it to FromBlueprint(BlueprintInfo)
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- [x] BlueprintInstanceDisabled => BlueprintInstanceDisabled
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- [x] BlueprintInstanceDisabled => BlueprintInstanceDisabled
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- [x] fix "remove component" operator from the rename/fix/update components panel
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- [x] fix "remove component" operator from the rename/fix/update components panel
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@ -199,7 +199,7 @@ There is also a ```BluePrintBundle``` for convenience , which just has
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## Additional information
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## Additional information
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- When a blueprint is spawned, an ```InBlueprint``` component is inserted into all its children entities (and nested children etc)
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- When a blueprint is spawned, an ```FromBlueprint``` component is inserted into all its children entities (and nested children etc)
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- this crate also provides a special optional ```GameWorldTag``` component: this is useful when you want to keep all your spawned entities inside a root entity
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- this crate also provides a special optional ```GameWorldTag``` component: this is useful when you want to keep all your spawned entities inside a root entity
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You can use it in your queries to add your entities as children of this "world"
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You can use it in your queries to add your entities as children of this "world"
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@ -1 +0,0 @@
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({})
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@ -1,12 +0,0 @@
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({
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"world":File (path: "models/StartLevel.glb"),
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"level1":File (path: "models/Level1.glb"),
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"level2":File (path: "models/Level2.glb"),
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"models": Folder (
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path: "models/library",
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),
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"materials": Folder (
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path: "materials",
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),
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})
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