chore(Blenvy): tweaks, adjustements, moved examples etc

This commit is contained in:
kaosat.dev 2024-07-17 23:15:36 +02:00
parent b756819088
commit ec7dc2cb48
56 changed files with 4 additions and 16 deletions

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@ -32,7 +32,7 @@ It also allows you to setup 'blueprints' in Blender by using collections (the re
One crate to rule them all !
- [blenvy](./crates/blenvu/) This crate allows you to
- [blenvy](./crates/blenvy/) This crate allows you to
* define components direclty inside gltf files and instanciate/inject the components on the Bevy side.
* 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
* 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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@ -301,7 +301,8 @@ Bevy Side:
- [x] remove "Library" component & co
- [x] make "InBlueprint" non optional,
- [ ] and perhaps rename it to "FromBlueprint(BlueprintInfo)"
- [x] and perhaps rename it to "FromBlueprint"
- [ ] perhaps change it to FromBlueprint(BlueprintInfo)
- [x] BlueprintInstanceDisabled => BlueprintInstanceDisabled
- [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
## Additional information
- When a blueprint is spawned, an ```InBlueprint``` component is inserted into all its children entities (and nested children etc)
- When a blueprint is spawned, an ```FromBlueprint``` component is inserted into all its children entities (and nested children etc)
- 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
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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@ -1,12 +0,0 @@
({
"world":File (path: "models/StartLevel.glb"),
"level1":File (path: "models/Level1.glb"),
"level2":File (path: "models/Level2.glb"),
"models": Folder (
path: "models/library",
),
"materials": Folder (
path: "materials",
),
})