Blender_bevy_components_wor.../examples/advanced/main.rs
Mark Moissette bce6d43c50
Bevy gltf blueprints fixes and tweaks (#24)
* fixed bad default path for library
 * added missing ComponentsFromGltfPlugin which causes the blueprint plugin not to work as expected if ComponentsFromGltfPlugin is not added elsewhere
 * all info! calls are now debug! for a less spammy debugging experience

* refactor(examples:advanced):
 * removed ComponentsFromGltfPlugin as that is now included directly in the blueprints plugin
 * moved all physics (rapier) related code to the core/physics module
2023-10-14 13:51:29 +02:00

40 lines
1.1 KiB
Rust

use bevy::{asset::ChangeWatcher, prelude::*};
use bevy_editor_pls::prelude::*;
mod core;
use crate::core::*;
pub mod assets;
use assets::*;
pub mod state;
use state::*;
mod game;
use game::*;
mod test_components;
use test_components::*;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(AssetPlugin {
// This tells the AssetServer to watch for changes to assets.
// It enables our scenes to automatically reload in game when we modify their files.
// practical in our case to be able to edit the shaders without needing to recompile
// watch_for_changes: ChangeWatcher::with_delay(Duration::from_millis(50)), : FIXME: breaks scene save/loading
..default()
}),
// editor
EditorPlugin::default(),
// our custom plugins
StatePlugin,
AssetsPlugin,
CorePlugin, // reusable plugins
GamePlugin, // specific to our game
ComponentsTestPlugin, // Showcases different type of components /structs
))
.run();
}