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1e262cb724
* more documentation work * moved examples to the root of examples * minor tweaks
149 lines
5.0 KiB
Markdown
149 lines
5.0 KiB
Markdown
# Blender add-ons
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- gltf_auto_export and bevy_components have been replaced with a single Blenvy add-on for simplicity , I recomend reading the [documentation](./tools/blenvy/README.md)
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* settings are **not** transfered from the legacy add-ons !
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* first uninstall the old add-ons
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* install Blenvy
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* configure Blenvy (for these , see the Blenvy add-on docs)
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* [upgrade your components](./tools/blenvy/README-components.md#renamingupgradingfixing-components)
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## Components:
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- no more need to add your components to an empty called xxx_components, you can now directly add your components to the blueprint's collection itself
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- you will need to "upgrade" your components from the previous add-on, as they are stored in a completely different way
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## Multiple components with the same short name
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Up until now , it was not possible to have multiple components with the same name (ie foo::bar::componentA & some::other::componentA) as all the logic was based on short names,
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this is not an issue anymore
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## Auto export:
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- the previous stripped down gltf export settings are not part of the add-on anymore, please configure them like this:
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- you need to reconfigure your auto export settings , as they have changed significantly as has their storage
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## All the Bevy crates have been replaced with a single one
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- the new crate doesn't even really need configuring, so
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- in your cargo.toml file, replace any references to the old crates (bevy_gltf_components, bevy_gltf_blueprints, bevy_registry_export, bevy_gltf_save_load etc)
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with:
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```toml
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# Cargo.toml
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[dependencies]
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bevy="0.14"
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blenvy = { version = "0.1.0"}
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```
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and set things up in your code:
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```rust no_run
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use bevy::prelude::*;
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use blenvy::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(BlenvyPlugin)
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.run();
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}
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```
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## Removed almost all setting for the crate
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- the ONLY setting is **aabbs** // defaults to true
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## Legacy mode has been removed
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- less headaches when using the tools!
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If you still want to manually specify components using Blender's custom properties you need to
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## BlueprintName replaced with BlueprintInfo
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- this is a very important change ! to avoid possible path clashes , the ```BlueprintInfo``` component contains
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the actual path (with your **assets** folder) to the Blueprint, and a name (for convenience)
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## SpawnHere renamed to SpawnBlueprint
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changed the naming for more clarity & specificity
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## Automatic assets loading
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- no more need to preload gltf files, you can spawn a level & all its blueprint like this:
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```rust no_run
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commands.spawn((
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BlueprintInfo::from_path("levels/World.gltf"),
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HideUntilReady, // Only if you want to keep the level hidden until it is finished spawning
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SpawnBlueprint, // See note above
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GameWorldTag,
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InAppRunning,
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));
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```
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Blenvy will take care of loading all needed blueprints & other assets for you
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## Blueprint instance events
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- you can now use the ```BlueprintEvent``` to get notified of crucial blueprint instance events
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* ```AssetsLoaded```
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```rust no run
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/// event fired when a blueprint instance has finished loading all of its assets & before it attempts spawning
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AssetsLoaded {
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entity: Entity,
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blueprint_name: String,
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blueprint_path: String,
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// TODO: add assets list ?
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}
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```
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* ```InstanceReady```
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```rust no run
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/// event fired when a blueprint instance has completely finished spawning, ie
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/// - all its assests have been loaded
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/// - all of its child blueprint instances are ready
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/// - all the post processing is finished (aabb calculation, material replacements etc)
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InstanceReady {
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entity: Entity,
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blueprint_name: String,
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blueprint_path: String,
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},
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```
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## BlueprintInstanceDisabled
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you can now query for this component
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## Track loading blueprint instances with the BlueprintSpawning component
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- other than with events, you can also query for the ```BlueprintSpawning``` component to be sure an entity you are manipulating is finished with its blueprint instance spawning process
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## Keep your currently spawning blueprint instances hidden until they are ready with the HideUntilReady component
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If you want your blueprint instance to be hidden until it is ready, just add this component to the entity.
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This can be particularly usefull in at least two use cases:
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- when spawning levels
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- when spawning bluprint instances that contain **lights** at runtime: in previous versions I have noticed some very unpleasant "flashing" effect when spawning blueprints with lights,
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this component avoids that issue
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## Hot reload
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if you have configured your Bevy project to use hot reload you will automatically get hot reloading of levels & blueprints
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## Improved animation handling
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- sceneAnimations
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- animationTriggers
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## Completely restructured blueprint spawning process
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Additionally
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- you do not really need to worry about SystemSets anymore
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