Blender_bevy_components_wor.../examples/demo
kaosat.dev ee873b06f1 feat(Blenvy): big overhaul, cleanup & fixed to the assets system
* 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
2024-07-29 22:32:23 +02:00
..
art feat(Blenvy): 2024-07-20 12:36:59 +02:00
assets feat(Blenvy): 2024-07-20 12:36:59 +02:00
src feat(Blenvy): big overhaul, cleanup & fixed to the assets system 2024-07-29 22:32:23 +02:00
Cargo.toml feat(Blenvy): cleanups, docs & tweaks 2024-07-21 01:44:05 +02:00
README.md feat(Blenvy): 2024-07-20 12:36:59 +02:00

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