mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-22 15:44:11 +00:00
20b34dde20
* feat(bevy_gltf_blueprints): improved error handling for clone_entity * you will now get component name for components that have not been registered & thus cannot be cloned * added a small example (in examples/bevy_gltf_blueprints/basic), just press 'U' at runtime to try to spawn an entity with unregistered components * closes #81 |
||
---|---|---|
.. | ||
assets | ||
src | ||
Cargo.lock | ||
Cargo.toml | ||
README.md | ||
TODO.md |
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