First commit full setup
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.gitignore
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.gitignore
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/target
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4457
Cargo.lock
generated
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Cargo.lock
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Cargo.toml
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Cargo.toml
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[package]
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name = "bug_bevy_gltf_comp_replication"
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version = "0.1.0"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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bevy = { version = "0.13.1" }
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bevy_editor_pls = "0.8"
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bevy_gltf_blueprints = { version = "0.10.0" }
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bevy_gltf_components = { version = "0.5"}
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bevy_asset_loader = { version = "0.20.0", features = ["standard_dynamic_assets"] }
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assets/Scene.glb
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assets/Scene.glb
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assets/assets.assets.ron
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assets/assets.assets.ron
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({
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"scene": File (path: "Scene.glb"),
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"test_collection": File (path: "library/TestCollection.glb"),
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})
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assets/library/TestCollection.glb
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assets/library/TestCollection.glb
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auto_save_bug.blend
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auto_save_bug.blend
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auto_save_bug.blend1
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auto_save_bug.blend1
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src/main.rs
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src/main.rs
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use bevy::{gltf::Gltf, prelude::*};
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use bevy_asset_loader::{asset_collection::AssetCollection, loading_state::{config::ConfigureLoadingState, LoadingState, LoadingStateAppExt}, standard_dynamic_asset::StandardDynamicAssetCollection};
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use bevy_editor_pls::EditorPlugin;
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use bevy_gltf_blueprints::BlueprintsPlugin;
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#[derive(Debug, Clone, Eq, PartialEq, Hash, States, Default)]
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pub enum AppState {
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#[default]
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Loading,
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Started,
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}
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#[derive(AssetCollection, Resource, Debug)]
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pub struct GameAssets {
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#[asset(key = "scene")]
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pub scene: Handle<Gltf>,
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#[asset(key = "test_collection")]
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pub test_collection: Handle<Gltf>,
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}
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fn main() {
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let mut app = App::new();
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app.add_plugins(
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DefaultPlugins
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.set(WindowPlugin {
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primary_window: Some(Window {
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title: "bevy_gltf_components bug_viewer".to_string(),
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..default()
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}),
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..default()
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})
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);
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app.add_plugins(EditorPlugin::default());
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app.add_plugins(BlueprintsPlugin {
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library_folder: "library".into(),
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material_library: true,
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..Default::default()
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});
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app.add_loading_state(LoadingState::new(AppState::Loading)
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.continue_to_state(AppState::Started)
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.with_dynamic_assets_file::<StandardDynamicAssetCollection>("assets.assets.ron")
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.load_collection::<GameAssets>()
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);
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app.init_state::<AppState>();
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app.add_systems(OnEnter(AppState::Started), setup);
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app.run();
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}
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pub fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut ambient_light: ResMut<AmbientLight>,
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) {
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ambient_light.brightness = 200.0;
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let scene: Handle<Scene> = asset_server.load("Scene.glb#Scene0");
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commands.spawn(SceneBundle {
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scene,
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..Default::default()
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});
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}
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