Blender_bevy_components_wor.../examples/bevy_gltf_blueprints/basic
Shawn Workman 269a211e1e
fix(bevy_gltf_blueprints): fixed main_menu handling in examples
* restrict main_menu system to only run in AppState::MenuRunning 
* this is desired because hitting enter once we transition to AppState::AppRunning pressing enter will still trigger keycode.just_pressed in main_menu and set state to AppState::AppLoading and crash the game when it tries to create another scene, camera, etc...
2023-11-30 23:11:09 +01:00
..
assets refactor(examples): restructure examples (#44) 2023-11-13 14:36:42 +01:00
src fix(bevy_gltf_blueprints): fixed main_menu handling in examples 2023-11-30 23:11:09 +01:00
Cargo.lock refactor(examples): restructure examples (#44) 2023-11-13 14:36:42 +01:00
Cargo.toml feat(examples): added basic_xpbd_physics example (#45) 2023-11-13 16:16:31 +01:00
README.md feat(examples): added basic_xpbd_physics example (#45) 2023-11-13 16:16:31 +01:00
TODO.md refactor(examples): restructure examples (#44) 2023-11-13 14:36:42 +01:00

Basic physics example/demo

This example showcases various components & blueprints extracted from the gltf files, including physics colliders & rigid bodies

Notes Workflow with blender / demo information

This example, is actually closer to a boilerplate + tooling showcases how to use a minimalistic Blender (gltf) centric workflow for Bevy, ie defining entites & their components inside Blender using Blender's objects custom properties. Aka "Blender as editor for Bevy"

It also allows you to setup 'blueprints' in Blender by using collections (the recomended way to go most of the time), or directly on single use objects .

Running this example

cargo run --features bevy/dynamic_linking

Additional notes

  • You usually define either the Components directly or use Proxy components that get replaced in Bevy systems with the actual Components that you want (usually when for some reason, ie external crates with unregistered components etc) you cannot use the components directly.
  • this example contains code for future features, not finished yet ! please disregard anything related to saving & loading