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ee873b06f1
* now the blender side exports .meta.ron files in addition to the gltf files * these ron files contain the list of assets that are then preloaded on the Bevy side * removed the double loading of gltf files on the Bevy side, replaced with use of the new metadata/asset files * added bevy_common_assets/ ron as dependency for the file loading * big cleanup & partial restructure of the spawning steps * fixed premature removal of the BlueprintAssetsLoadState component that was leading to missing material gltf files in setups withouth hot reload * added OriginalVisibility component & logic to correctly reset the visibility of entities to what they where before the blueprint spawning * fixed a few not so visible issues with some components staying around after the blueprint instance has become "ready" * moved a number of component insertions to the new "get the assets list from the meta file" * also, loading speed feels faster ! (thanks to now loading the gltf files only once) * minor various tweaks & cleanups |
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README.md |
Multiple levels from multiple blend files example/demo
This example showcases multiple levels, each created from a seperate Blend file , with all assets stored in the (common file)[./art/common.blend] It using triggers to transition to another level. It currently has NO state persistence between levels. You can press "D" to toggle the physics debug view.
Running this example
cargo run --features bevy/dynamic_linking