[![Crates.io](https://img.shields.io/crates/v/bevy_gltf_components)](https://crates.io/crates/bevy_gltf_components) [![Docs](https://img.shields.io/docsrs/bevy_gltf_components)](https://docs.rs/bevy_gltf_components/latest/bevy_gltf_components/) [![License](https://img.shields.io/crates/l/bevy_gltf_components)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/bevy_gltf_components/License.md) [![Bevy tracking](https://img.shields.io/badge/Bevy%20tracking-released%20version-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking) # bevy_gltf_components This crate allows you to define [Bevy](https://bevyengine.org/) components direclty inside gltf files and instanciate the components on the Bevy side. ## Usage ***important*** : the plugin for processing gltf files runs in ***update*** , so you cannot use the components directly if you spawn your scene from gltf in ***setup*** (the additional components will not show up) Please see the * [example](https://github.com/kaosat-dev/Blender_bevy_components_workflow/examples/basic) * or use [```bevy_asset_loader```](https://github.com/NiklasEi/bevy_asset_loader) for a reliable workflow. * alternatively, use the [```bevy_gltf_blueprints```](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/bevy_gltf_blueprints) crate, build on this crate's features, that allows you to directly spawn entities from gltf based blueprints. Here's a minimal usage example: ```toml # Cargo.toml [dependencies] bevy="0.11" bevy_gltf_components = { version = "0.1"} ``` ```rust no_run //too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blender_bevy_components_workflow/examples/basic for a real example fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugin(ComponentsFromGltfPlugin) .add_system(spawn_level) .run(); } fn spawn_level( asset_server: Res, mut commands: bevy::prelude::Commands, keycode: Res>, ){ if keycode.just_pressed(KeyCode::Return) { commands.spawn(SceneBundle { scene: asset_server.load("basic/models/level1.glb#Scene0"), transform: Transform::from_xyz(2.0, 0.0, -5.0), ..Default::default() }); } } ``` ## Installation Add the following to your `[dependencies]` section in `Cargo.toml`: ```toml bevy_gltf_components = "0.1" ``` Or use `cargo add`: ```toml cargo add bevy_gltf_components ``` ## SystemSet the ordering of systems is very important ! For example to replace your proxy components (stand-in components when you cannot/ do not want to use real components in the gltf file) with actual ones, which should happen **AFTER** the components from the gltf files have been injected, so ```bevy_gltf_components``` provides a **SystemSet** for that purpose:[```GltfComponentsSet```](./src/lib.rs#46) Typically , the order of systems should be ***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***replace_proxies*** ## Examples https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/basic ## License This crate, all its code, contents & assets is Dual-licensed under either of - Apache License, Version 2.0, ([LICENSE-APACHE](./LICENSE_APACHE.md) or https://www.apache.org/licenses/LICENSE-2.0) - MIT license ([LICENSE-MIT](./LICENSE_MIT.md) or https://opensource.org/licenses/MIT)