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use bevy_app ::{ Plugin , PluginGroup , PluginGroupBuilder } ;
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/// This plugin group will add all the default plugins for a *Bevy* application:
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/// * [`LogPlugin`](crate::log::LogPlugin)
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/// * [`TaskPoolPlugin`](crate::core::TaskPoolPlugin)
/// * [`TypeRegistrationPlugin`](crate::core::TypeRegistrationPlugin)
/// * [`FrameCountPlugin`](crate::core::FrameCountPlugin)
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/// * [`TimePlugin`](crate::time::TimePlugin)
/// * [`TransformPlugin`](crate::transform::TransformPlugin)
/// * [`HierarchyPlugin`](crate::hierarchy::HierarchyPlugin)
/// * [`DiagnosticsPlugin`](crate::diagnostic::DiagnosticsPlugin)
/// * [`InputPlugin`](crate::input::InputPlugin)
/// * [`WindowPlugin`](crate::window::WindowPlugin)
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/// * [`AccessibilityPlugin`](crate::a11y::AccessibilityPlugin)
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/// * [`AssetPlugin`](crate::asset::AssetPlugin) - with feature `bevy_asset`
/// * [`ScenePlugin`](crate::scene::ScenePlugin) - with feature `bevy_scene`
/// * [`WinitPlugin`](crate::winit::WinitPlugin) - with feature `bevy_winit`
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/// * [`RenderPlugin`](crate::render::RenderPlugin) - with feature `bevy_render`
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/// * [`ImagePlugin`](crate::render::texture::ImagePlugin) - with feature `bevy_render`
/// * [`PipelinedRenderingPlugin`](crate::render::pipelined_rendering::PipelinedRenderingPlugin) - with feature `bevy_render` when not targeting `wasm32`
/// * [`CorePipelinePlugin`](crate::core_pipeline::CorePipelinePlugin) - with feature `bevy_core_pipeline`
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/// * [`SpritePlugin`](crate::sprite::SpritePlugin) - with feature `bevy_sprite`
/// * [`TextPlugin`](crate::text::TextPlugin) - with feature `bevy_text`
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/// * [`UiPlugin`](crate::ui::UiPlugin) - with feature `bevy_ui`
/// * [`PbrPlugin`](crate::pbr::PbrPlugin) - with feature `bevy_pbr`
/// * [`GltfPlugin`](crate::gltf::GltfPlugin) - with feature `bevy_gltf`
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/// * [`AudioPlugin`](crate::audio::AudioPlugin) - with feature `bevy_audio`
/// * [`GilrsPlugin`](crate::gilrs::GilrsPlugin) - with feature `bevy_gilrs`
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/// * [`AnimationPlugin`](crate::animation::AnimationPlugin) - with feature `bevy_animation`
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///
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/// [`DefaultPlugins`] obeys *Cargo* *feature* flags. Users may exert control over this plugin group
/// by disabling `default-features` in their `Cargo.toml` and enabling only those features
/// that they wish to use.
///
/// [`DefaultPlugins`] contains all the plugins typically required to build
/// a *Bevy* application which includes a *window* and presentation components.
/// For *headless* cases – without a *window* or presentation, see [`MinimalPlugins`].
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pub struct DefaultPlugins ;
impl PluginGroup for DefaultPlugins {
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
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fn build ( self ) -> PluginGroupBuilder {
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let mut group = PluginGroupBuilder ::start ::< Self > ( ) ;
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
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group = group
. add ( bevy_log ::LogPlugin ::default ( ) )
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. add ( bevy_core ::TaskPoolPlugin ::default ( ) )
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. add ( bevy_core ::TypeRegistrationPlugin )
. add ( bevy_core ::FrameCountPlugin )
. add ( bevy_time ::TimePlugin )
. add ( bevy_transform ::TransformPlugin )
. add ( bevy_hierarchy ::HierarchyPlugin )
. add ( bevy_diagnostic ::DiagnosticsPlugin )
. add ( bevy_input ::InputPlugin )
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. add ( bevy_window ::WindowPlugin ::default ( ) )
. add ( bevy_a11y ::AccessibilityPlugin ) ;
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#[ cfg(feature = " bevy_asset " ) ]
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
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{
group = group . add ( bevy_asset ::AssetPlugin ::default ( ) ) ;
}
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#[ cfg(feature = " bevy_scene " ) ]
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
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{
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group = group . add ( bevy_scene ::ScenePlugin ) ;
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
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}
2020-10-29 20:04:28 +00:00
2021-12-14 03:58:23 +00:00
#[ cfg(feature = " bevy_winit " ) ]
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
{
2023-10-06 13:26:06 +00:00
group = group . add ( bevy_winit ::WinitPlugin ::default ( ) ) ;
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
}
2020-10-29 20:04:28 +00:00
2021-12-14 03:58:23 +00:00
#[ cfg(feature = " bevy_render " ) ]
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
{
Use plugin setup for resource only used at setup time (#6360)
# Objective
- Build on #6336 for more plugin configurations
## Solution
- `LogSettings`, `ImageSettings` and `DefaultTaskPoolOptions` are now plugins settings rather than resources
---
## Changelog
- `LogSettings` plugin settings have been move to `LogPlugin`, `ImageSettings` to `ImagePlugin` and `DefaultTaskPoolOptions` to `CorePlugin`
## Migration Guide
The `LogSettings` settings have been moved from a resource to `LogPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(LogSettings {
level: Level::DEBUG,
filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(LogPlugin {
level: Level::DEBUG,
filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
}))
```
The `ImageSettings` settings have been moved from a resource to `ImagePlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(ImageSettings::default_nearest())
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
```
The `DefaultTaskPoolOptions` settings have been moved from a resource to `CorePlugin::task_pool_options`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(DefaultTaskPoolOptions::with_num_threads(4))
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(CorePlugin {
task_pool_options: TaskPoolOptions::with_num_threads(4),
}))
```
2022-10-25 22:19:34 +00:00
group = group
. add ( bevy_render ::RenderPlugin ::default ( ) )
// NOTE: Load this after renderer initialization so that it knows about the supported
// compressed texture formats
. add ( bevy_render ::texture ::ImagePlugin ::default ( ) ) ;
Pipelined Rendering (#6503)
# Objective
- Implement pipelined rendering
- Fixes #5082
- Fixes #4718
## User Facing Description
Bevy now implements piplelined rendering! Pipelined rendering allows the app logic and rendering logic to run on different threads leading to large gains in performance.
![image](https://user-images.githubusercontent.com/2180432/202049871-3c00b801-58ab-448f-93fd-471e30aba55f.png)
*tracy capture of many_foxes example*
To use pipelined rendering, you just need to add the `PipelinedRenderingPlugin`. If you're using `DefaultPlugins` then it will automatically be added for you on all platforms except wasm. Bevy does not currently support multithreading on wasm which is needed for this feature to work. If you aren't using `DefaultPlugins` you can add the plugin manually.
```rust
use bevy::prelude::*;
use bevy::render::pipelined_rendering::PipelinedRenderingPlugin;
fn main() {
App::new()
// whatever other plugins you need
.add_plugin(RenderPlugin)
// needs to be added after RenderPlugin
.add_plugin(PipelinedRenderingPlugin)
.run();
}
```
If for some reason pipelined rendering needs to be removed. You can also disable the plugin the normal way.
```rust
use bevy::prelude::*;
use bevy::render::pipelined_rendering::PipelinedRenderingPlugin;
fn main() {
App::new.add_plugins(DefaultPlugins.build().disable::<PipelinedRenderingPlugin>());
}
```
### A setup function was added to plugins
A optional plugin lifecycle function was added to the `Plugin trait`. This function is called after all plugins have been built, but before the app runner is called. This allows for some final setup to be done. In the case of pipelined rendering, the function removes the sub app from the main app and sends it to the render thread.
```rust
struct MyPlugin;
impl Plugin for MyPlugin {
fn build(&self, app: &mut App) {
}
// optional function
fn setup(&self, app: &mut App) {
// do some final setup before runner is called
}
}
```
### A Stage for Frame Pacing
In the `RenderExtractApp` there is a stage labelled `BeforeIoAfterRenderStart` that systems can be added to. The specific use case for this stage is for a frame pacing system that can delay the start of main app processing in render bound apps to reduce input latency i.e. "frame pacing". This is not currently built into bevy, but exists as `bevy`
```text
|-------------------------------------------------------------------|
| | BeforeIoAfterRenderStart | winit events | main schedule |
| extract |---------------------------------------------------------|
| | extract commands | rendering schedule |
|-------------------------------------------------------------------|
```
### Small API additions
* `Schedule::remove_stage`
* `App::insert_sub_app`
* `App::remove_sub_app`
* `TaskPool::scope_with_executor`
## Problems and Solutions
### Moving render app to another thread
Most of the hard bits for this were done with the render redo. This PR just sends the render app back and forth through channels which seems to work ok. I originally experimented with using a scope to run the render task. It was cuter, but that approach didn't allow render to start before i/o processing. So I switched to using channels. There is much complexity in the coordination that needs to be done, but it's worth it. By moving rendering during i/o processing the frame times should be much more consistent in render bound apps. See https://github.com/bevyengine/bevy/issues/4691.
### Unsoundness with Sending World with NonSend resources
Dropping !Send things on threads other than the thread they were spawned on is considered unsound. The render world doesn't have any nonsend resources. So if we tell the users to "pretty please don't spawn nonsend resource on the render world", we can avoid this problem.
More seriously there is this https://github.com/bevyengine/bevy/pull/6534 pr, which patches the unsoundness by aborting the app if a nonsend resource is dropped on the wrong thread. ~~That PR should probably be merged before this one.~~ For a longer term solution we have this discussion going https://github.com/bevyengine/bevy/discussions/6552.
### NonSend Systems in render world
The render world doesn't have any !Send resources, but it does have a non send system. While Window is Send, winit does have some API's that can only be accessed on the main thread. `prepare_windows` in the render schedule thus needs to be scheduled on the main thread. Currently we run nonsend systems by running them on the thread the TaskPool::scope runs on. When we move render to another thread this no longer works.
To fix this, a new `scope_with_executor` method was added that takes a optional `TheadExecutor` that can only be ticked on the thread it was initialized on. The render world then holds a `MainThreadExecutor` resource which can be passed to the scope in the parallel executor that it uses to spawn it's non send systems on.
### Scopes executors between render and main should not share tasks
Since the render world and the app world share the `ComputeTaskPool`. Because `scope` has executors for the ComputeTaskPool a system from the main world could run on the render thread or a render system could run on the main thread. This can cause performance problems because it can delay a stage from finishing. See https://github.com/bevyengine/bevy/pull/6503#issuecomment-1309791442 for more details.
To avoid this problem, `TaskPool::scope` has been changed to not tick the ComputeTaskPool when it's used by the parallel executor. In the future when we move closer to the 1 thread to 1 logical core model we may want to overprovide threads, because the render and main app threads don't do much when executing the schedule.
## Performance
My machine is Windows 11, AMD Ryzen 5600x, RX 6600
### Examples
#### This PR with pipelining vs Main
> Note that these were run on an older version of main and the performance profile has probably changed due to optimizations
Seeing a perf gain from 29% on many lights to 7% on many sprites.
<html>
<body>
<!--StartFragment--><google-sheets-html-origin>
| percent | | | Diff | | | Main | | | PR | |
-- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --
tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma
many foxes | 27.01% | 27.34% | -47.09% | 1.58 | 1.55 | -1.78 | 5.85 | 5.67 | 3.78 | 4.27 | 4.12 | 5.56
many lights | 29.35% | 29.94% | -10.84% | 3.02 | 3.03 | -0.57 | 10.29 | 10.12 | 5.26 | 7.27 | 7.09 | 5.83
many animated sprites | 13.97% | 15.69% | 14.20% | 3.79 | 4.17 | 1.41 | 27.12 | 26.57 | 9.93 | 23.33 | 22.4 | 8.52
3d scene | 25.79% | 26.78% | 7.46% | 0.49 | 0.49 | 0.15 | 1.9 | 1.83 | 2.01 | 1.41 | 1.34 | 1.86
many cubes | 11.97% | 11.28% | 14.51% | 1.93 | 1.78 | 1.31 | 16.13 | 15.78 | 9.03 | 14.2 | 14 | 7.72
many sprites | 7.14% | 9.42% | -85.42% | 1.72 | 2.23 | -6.15 | 24.09 | 23.68 | 7.2 | 22.37 | 21.45 | 13.35
<!--EndFragment-->
</body>
</html>
#### This PR with pipelining disabled vs Main
Mostly regressions here. I don't think this should be a problem as users that are disabling pipelined rendering are probably running single threaded and not using the parallel executor. The regression is probably mostly due to the switch to use `async_executor::run` instead of `try_tick` and also having one less thread to run systems on. I'll do a writeup on why switching to `run` causes regressions, so we can try to eventually fix it. Using try_tick causes issues when pipeline rendering is enable as seen [here](https://github.com/bevyengine/bevy/pull/6503#issuecomment-1380803518)
<html>
<body>
<!--StartFragment--><google-sheets-html-origin>
| percent | | | Diff | | | Main | | | PR no pipelining | |
-- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --
tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma
many foxes | -3.72% | -4.42% | -1.07% | -0.21 | -0.24 | -0.04 | 5.64 | 5.43 | 3.74 | 5.85 | 5.67 | 3.78
many lights | 0.29% | -0.30% | 4.75% | 0.03 | -0.03 | 0.25 | 10.29 | 10.12 | 5.26 | 10.26 | 10.15 | 5.01
many animated sprites | 0.22% | 1.81% | -2.72% | 0.06 | 0.48 | -0.27 | 27.12 | 26.57 | 9.93 | 27.06 | 26.09 | 10.2
3d scene | -15.79% | -14.75% | -31.34% | -0.3 | -0.27 | -0.63 | 1.9 | 1.83 | 2.01 | 2.2 | 2.1 | 2.64
many cubes | -2.85% | -3.30% | 0.00% | -0.46 | -0.52 | 0 | 16.13 | 15.78 | 9.03 | 16.59 | 16.3 | 9.03
many sprites | 2.49% | 2.41% | 0.69% | 0.6 | 0.57 | 0.05 | 24.09 | 23.68 | 7.2 | 23.49 | 23.11 | 7.15
<!--EndFragment-->
</body>
</html>
### Benchmarks
Mostly the same except empty_systems has got a touch slower. The maybe_pipelining+1 column has the compute task pool with an extra thread over default added. This is because pipelining loses one thread over main to execute systems on, since the main thread no longer runs normal systems.
<details>
<summary>Click Me</summary>
```text
group main maybe-pipelining+1
----- ------------------------- ------------------
busy_systems/01x_entities_03_systems 1.07 30.7±1.32µs ? ?/sec 1.00 28.6±1.35µs ? ?/sec
busy_systems/01x_entities_06_systems 1.10 52.1±1.10µs ? ?/sec 1.00 47.2±1.08µs ? ?/sec
busy_systems/01x_entities_09_systems 1.00 74.6±1.36µs ? ?/sec 1.00 75.0±1.93µs ? ?/sec
busy_systems/01x_entities_12_systems 1.03 100.6±6.68µs ? ?/sec 1.00 98.0±1.46µs ? ?/sec
busy_systems/01x_entities_15_systems 1.11 128.5±3.53µs ? ?/sec 1.00 115.5±1.02µs ? ?/sec
busy_systems/02x_entities_03_systems 1.16 50.4±2.56µs ? ?/sec 1.00 43.5±3.00µs ? ?/sec
busy_systems/02x_entities_06_systems 1.00 87.1±1.27µs ? ?/sec 1.05 91.5±7.15µs ? ?/sec
busy_systems/02x_entities_09_systems 1.04 139.9±6.37µs ? ?/sec 1.00 134.0±1.06µs ? ?/sec
busy_systems/02x_entities_12_systems 1.05 179.2±3.47µs ? ?/sec 1.00 170.1±3.17µs ? ?/sec
busy_systems/02x_entities_15_systems 1.01 219.6±3.75µs ? ?/sec 1.00 218.1±2.55µs ? ?/sec
busy_systems/03x_entities_03_systems 1.10 70.6±2.33µs ? ?/sec 1.00 64.3±0.69µs ? ?/sec
busy_systems/03x_entities_06_systems 1.02 130.2±3.11µs ? ?/sec 1.00 128.0±1.34µs ? ?/sec
busy_systems/03x_entities_09_systems 1.00 195.0±10.11µs ? ?/sec 1.00 194.8±1.41µs ? ?/sec
busy_systems/03x_entities_12_systems 1.01 261.7±4.05µs ? ?/sec 1.00 259.8±4.11µs ? ?/sec
busy_systems/03x_entities_15_systems 1.00 318.0±3.04µs ? ?/sec 1.06 338.3±20.25µs ? ?/sec
busy_systems/04x_entities_03_systems 1.00 82.9±0.63µs ? ?/sec 1.02 84.3±0.63µs ? ?/sec
busy_systems/04x_entities_06_systems 1.01 181.7±3.65µs ? ?/sec 1.00 179.8±1.76µs ? ?/sec
busy_systems/04x_entities_09_systems 1.04 265.0±4.68µs ? ?/sec 1.00 255.3±1.98µs ? ?/sec
busy_systems/04x_entities_12_systems 1.00 335.9±3.00µs ? ?/sec 1.05 352.6±15.84µs ? ?/sec
busy_systems/04x_entities_15_systems 1.00 418.6±10.26µs ? ?/sec 1.08 450.2±39.58µs ? ?/sec
busy_systems/05x_entities_03_systems 1.07 114.3±0.95µs ? ?/sec 1.00 106.9±1.52µs ? ?/sec
busy_systems/05x_entities_06_systems 1.08 229.8±2.90µs ? ?/sec 1.00 212.3±4.18µs ? ?/sec
busy_systems/05x_entities_09_systems 1.03 329.3±1.99µs ? ?/sec 1.00 319.2±2.43µs ? ?/sec
busy_systems/05x_entities_12_systems 1.06 454.7±6.77µs ? ?/sec 1.00 430.1±3.58µs ? ?/sec
busy_systems/05x_entities_15_systems 1.03 554.6±6.15µs ? ?/sec 1.00 538.4±23.87µs ? ?/sec
contrived/01x_entities_03_systems 1.00 14.0±0.15µs ? ?/sec 1.08 15.1±0.21µs ? ?/sec
contrived/01x_entities_06_systems 1.04 28.5±0.37µs ? ?/sec 1.00 27.4±0.44µs ? ?/sec
contrived/01x_entities_09_systems 1.00 41.5±4.38µs ? ?/sec 1.02 42.2±2.24µs ? ?/sec
contrived/01x_entities_12_systems 1.06 55.9±1.49µs ? ?/sec 1.00 52.6±1.36µs ? ?/sec
contrived/01x_entities_15_systems 1.02 68.0±2.00µs ? ?/sec 1.00 66.5±0.78µs ? ?/sec
contrived/02x_entities_03_systems 1.03 25.2±0.38µs ? ?/sec 1.00 24.6±0.52µs ? ?/sec
contrived/02x_entities_06_systems 1.00 46.3±0.49µs ? ?/sec 1.04 48.1±4.13µs ? ?/sec
contrived/02x_entities_09_systems 1.02 70.4±0.99µs ? ?/sec 1.00 68.8±1.04µs ? ?/sec
contrived/02x_entities_12_systems 1.06 96.8±1.49µs ? ?/sec 1.00 91.5±0.93µs ? ?/sec
contrived/02x_entities_15_systems 1.02 116.2±0.95µs ? ?/sec 1.00 114.2±1.42µs ? ?/sec
contrived/03x_entities_03_systems 1.00 33.2±0.38µs ? ?/sec 1.01 33.6±0.45µs ? ?/sec
contrived/03x_entities_06_systems 1.00 62.4±0.73µs ? ?/sec 1.01 63.3±1.05µs ? ?/sec
contrived/03x_entities_09_systems 1.02 96.4±0.85µs ? ?/sec 1.00 94.8±3.02µs ? ?/sec
contrived/03x_entities_12_systems 1.01 126.3±4.67µs ? ?/sec 1.00 125.6±2.27µs ? ?/sec
contrived/03x_entities_15_systems 1.03 160.2±9.37µs ? ?/sec 1.00 156.0±1.53µs ? ?/sec
contrived/04x_entities_03_systems 1.02 41.4±3.39µs ? ?/sec 1.00 40.5±0.52µs ? ?/sec
contrived/04x_entities_06_systems 1.00 78.9±1.61µs ? ?/sec 1.02 80.3±1.06µs ? ?/sec
contrived/04x_entities_09_systems 1.02 121.8±3.97µs ? ?/sec 1.00 119.2±1.46µs ? ?/sec
contrived/04x_entities_12_systems 1.00 157.8±1.48µs ? ?/sec 1.01 160.1±1.72µs ? ?/sec
contrived/04x_entities_15_systems 1.00 197.9±1.47µs ? ?/sec 1.08 214.2±34.61µs ? ?/sec
contrived/05x_entities_03_systems 1.00 49.1±0.33µs ? ?/sec 1.01 49.7±0.75µs ? ?/sec
contrived/05x_entities_06_systems 1.00 95.0±0.93µs ? ?/sec 1.00 94.6±0.94µs ? ?/sec
contrived/05x_entities_09_systems 1.01 143.2±1.68µs ? ?/sec 1.00 142.2±2.00µs ? ?/sec
contrived/05x_entities_12_systems 1.00 191.8±2.03µs ? ?/sec 1.01 192.7±7.88µs ? ?/sec
contrived/05x_entities_15_systems 1.02 239.7±3.71µs ? ?/sec 1.00 235.8±4.11µs ? ?/sec
empty_systems/000_systems 1.01 47.8±0.67ns ? ?/sec 1.00 47.5±2.02ns ? ?/sec
empty_systems/001_systems 1.00 1743.2±126.14ns ? ?/sec 1.01 1761.1±70.10ns ? ?/sec
empty_systems/002_systems 1.01 2.2±0.04µs ? ?/sec 1.00 2.2±0.02µs ? ?/sec
empty_systems/003_systems 1.02 2.7±0.09µs ? ?/sec 1.00 2.7±0.16µs ? ?/sec
empty_systems/004_systems 1.00 3.1±0.11µs ? ?/sec 1.00 3.1±0.24µs ? ?/sec
empty_systems/005_systems 1.00 3.5±0.05µs ? ?/sec 1.11 3.9±0.70µs ? ?/sec
empty_systems/010_systems 1.00 5.5±0.12µs ? ?/sec 1.03 5.7±0.17µs ? ?/sec
empty_systems/015_systems 1.00 7.9±0.19µs ? ?/sec 1.06 8.4±0.16µs ? ?/sec
empty_systems/020_systems 1.00 10.4±1.25µs ? ?/sec 1.02 10.6±0.18µs ? ?/sec
empty_systems/025_systems 1.00 12.4±0.39µs ? ?/sec 1.14 14.1±1.07µs ? ?/sec
empty_systems/030_systems 1.00 15.1±0.39µs ? ?/sec 1.05 15.8±0.62µs ? ?/sec
empty_systems/035_systems 1.00 16.9±0.47µs ? ?/sec 1.07 18.0±0.37µs ? ?/sec
empty_systems/040_systems 1.00 19.3±0.41µs ? ?/sec 1.05 20.3±0.39µs ? ?/sec
empty_systems/045_systems 1.00 22.4±1.67µs ? ?/sec 1.02 22.9±0.51µs ? ?/sec
empty_systems/050_systems 1.00 24.4±1.67µs ? ?/sec 1.01 24.7±0.40µs ? ?/sec
empty_systems/055_systems 1.05 28.6±5.27µs ? ?/sec 1.00 27.2±0.70µs ? ?/sec
empty_systems/060_systems 1.02 29.9±1.64µs ? ?/sec 1.00 29.3±0.66µs ? ?/sec
empty_systems/065_systems 1.02 32.7±3.15µs ? ?/sec 1.00 32.1±0.98µs ? ?/sec
empty_systems/070_systems 1.00 33.0±1.42µs ? ?/sec 1.03 34.1±1.44µs ? ?/sec
empty_systems/075_systems 1.00 34.8±0.89µs ? ?/sec 1.04 36.2±0.70µs ? ?/sec
empty_systems/080_systems 1.00 37.0±1.82µs ? ?/sec 1.05 38.7±1.37µs ? ?/sec
empty_systems/085_systems 1.00 38.7±0.76µs ? ?/sec 1.05 40.8±0.83µs ? ?/sec
empty_systems/090_systems 1.00 41.5±1.09µs ? ?/sec 1.04 43.2±0.82µs ? ?/sec
empty_systems/095_systems 1.00 43.6±1.10µs ? ?/sec 1.04 45.2±0.99µs ? ?/sec
empty_systems/100_systems 1.00 46.7±2.27µs ? ?/sec 1.03 48.1±1.25µs ? ?/sec
```
</details>
## Migration Guide
### App `runner` and SubApp `extract` functions are now required to be Send
This was changed to enable pipelined rendering. If this breaks your use case please report it as these new bounds might be able to be relaxed.
## ToDo
* [x] redo benchmarking
* [x] reinvestigate the perf of the try_tick -> run change for task pool scope
2023-01-19 23:45:46 +00:00
2023-07-09 04:22:15 +00:00
#[ cfg(all(not(target_arch = " wasm32 " ), feature = " multi-threaded " )) ]
Pipelined Rendering (#6503)
# Objective
- Implement pipelined rendering
- Fixes #5082
- Fixes #4718
## User Facing Description
Bevy now implements piplelined rendering! Pipelined rendering allows the app logic and rendering logic to run on different threads leading to large gains in performance.
![image](https://user-images.githubusercontent.com/2180432/202049871-3c00b801-58ab-448f-93fd-471e30aba55f.png)
*tracy capture of many_foxes example*
To use pipelined rendering, you just need to add the `PipelinedRenderingPlugin`. If you're using `DefaultPlugins` then it will automatically be added for you on all platforms except wasm. Bevy does not currently support multithreading on wasm which is needed for this feature to work. If you aren't using `DefaultPlugins` you can add the plugin manually.
```rust
use bevy::prelude::*;
use bevy::render::pipelined_rendering::PipelinedRenderingPlugin;
fn main() {
App::new()
// whatever other plugins you need
.add_plugin(RenderPlugin)
// needs to be added after RenderPlugin
.add_plugin(PipelinedRenderingPlugin)
.run();
}
```
If for some reason pipelined rendering needs to be removed. You can also disable the plugin the normal way.
```rust
use bevy::prelude::*;
use bevy::render::pipelined_rendering::PipelinedRenderingPlugin;
fn main() {
App::new.add_plugins(DefaultPlugins.build().disable::<PipelinedRenderingPlugin>());
}
```
### A setup function was added to plugins
A optional plugin lifecycle function was added to the `Plugin trait`. This function is called after all plugins have been built, but before the app runner is called. This allows for some final setup to be done. In the case of pipelined rendering, the function removes the sub app from the main app and sends it to the render thread.
```rust
struct MyPlugin;
impl Plugin for MyPlugin {
fn build(&self, app: &mut App) {
}
// optional function
fn setup(&self, app: &mut App) {
// do some final setup before runner is called
}
}
```
### A Stage for Frame Pacing
In the `RenderExtractApp` there is a stage labelled `BeforeIoAfterRenderStart` that systems can be added to. The specific use case for this stage is for a frame pacing system that can delay the start of main app processing in render bound apps to reduce input latency i.e. "frame pacing". This is not currently built into bevy, but exists as `bevy`
```text
|-------------------------------------------------------------------|
| | BeforeIoAfterRenderStart | winit events | main schedule |
| extract |---------------------------------------------------------|
| | extract commands | rendering schedule |
|-------------------------------------------------------------------|
```
### Small API additions
* `Schedule::remove_stage`
* `App::insert_sub_app`
* `App::remove_sub_app`
* `TaskPool::scope_with_executor`
## Problems and Solutions
### Moving render app to another thread
Most of the hard bits for this were done with the render redo. This PR just sends the render app back and forth through channels which seems to work ok. I originally experimented with using a scope to run the render task. It was cuter, but that approach didn't allow render to start before i/o processing. So I switched to using channels. There is much complexity in the coordination that needs to be done, but it's worth it. By moving rendering during i/o processing the frame times should be much more consistent in render bound apps. See https://github.com/bevyengine/bevy/issues/4691.
### Unsoundness with Sending World with NonSend resources
Dropping !Send things on threads other than the thread they were spawned on is considered unsound. The render world doesn't have any nonsend resources. So if we tell the users to "pretty please don't spawn nonsend resource on the render world", we can avoid this problem.
More seriously there is this https://github.com/bevyengine/bevy/pull/6534 pr, which patches the unsoundness by aborting the app if a nonsend resource is dropped on the wrong thread. ~~That PR should probably be merged before this one.~~ For a longer term solution we have this discussion going https://github.com/bevyengine/bevy/discussions/6552.
### NonSend Systems in render world
The render world doesn't have any !Send resources, but it does have a non send system. While Window is Send, winit does have some API's that can only be accessed on the main thread. `prepare_windows` in the render schedule thus needs to be scheduled on the main thread. Currently we run nonsend systems by running them on the thread the TaskPool::scope runs on. When we move render to another thread this no longer works.
To fix this, a new `scope_with_executor` method was added that takes a optional `TheadExecutor` that can only be ticked on the thread it was initialized on. The render world then holds a `MainThreadExecutor` resource which can be passed to the scope in the parallel executor that it uses to spawn it's non send systems on.
### Scopes executors between render and main should not share tasks
Since the render world and the app world share the `ComputeTaskPool`. Because `scope` has executors for the ComputeTaskPool a system from the main world could run on the render thread or a render system could run on the main thread. This can cause performance problems because it can delay a stage from finishing. See https://github.com/bevyengine/bevy/pull/6503#issuecomment-1309791442 for more details.
To avoid this problem, `TaskPool::scope` has been changed to not tick the ComputeTaskPool when it's used by the parallel executor. In the future when we move closer to the 1 thread to 1 logical core model we may want to overprovide threads, because the render and main app threads don't do much when executing the schedule.
## Performance
My machine is Windows 11, AMD Ryzen 5600x, RX 6600
### Examples
#### This PR with pipelining vs Main
> Note that these were run on an older version of main and the performance profile has probably changed due to optimizations
Seeing a perf gain from 29% on many lights to 7% on many sprites.
<html>
<body>
<!--StartFragment--><google-sheets-html-origin>
| percent | | | Diff | | | Main | | | PR | |
-- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --
tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma
many foxes | 27.01% | 27.34% | -47.09% | 1.58 | 1.55 | -1.78 | 5.85 | 5.67 | 3.78 | 4.27 | 4.12 | 5.56
many lights | 29.35% | 29.94% | -10.84% | 3.02 | 3.03 | -0.57 | 10.29 | 10.12 | 5.26 | 7.27 | 7.09 | 5.83
many animated sprites | 13.97% | 15.69% | 14.20% | 3.79 | 4.17 | 1.41 | 27.12 | 26.57 | 9.93 | 23.33 | 22.4 | 8.52
3d scene | 25.79% | 26.78% | 7.46% | 0.49 | 0.49 | 0.15 | 1.9 | 1.83 | 2.01 | 1.41 | 1.34 | 1.86
many cubes | 11.97% | 11.28% | 14.51% | 1.93 | 1.78 | 1.31 | 16.13 | 15.78 | 9.03 | 14.2 | 14 | 7.72
many sprites | 7.14% | 9.42% | -85.42% | 1.72 | 2.23 | -6.15 | 24.09 | 23.68 | 7.2 | 22.37 | 21.45 | 13.35
<!--EndFragment-->
</body>
</html>
#### This PR with pipelining disabled vs Main
Mostly regressions here. I don't think this should be a problem as users that are disabling pipelined rendering are probably running single threaded and not using the parallel executor. The regression is probably mostly due to the switch to use `async_executor::run` instead of `try_tick` and also having one less thread to run systems on. I'll do a writeup on why switching to `run` causes regressions, so we can try to eventually fix it. Using try_tick causes issues when pipeline rendering is enable as seen [here](https://github.com/bevyengine/bevy/pull/6503#issuecomment-1380803518)
<html>
<body>
<!--StartFragment--><google-sheets-html-origin>
| percent | | | Diff | | | Main | | | PR no pipelining | |
-- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --
tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma
many foxes | -3.72% | -4.42% | -1.07% | -0.21 | -0.24 | -0.04 | 5.64 | 5.43 | 3.74 | 5.85 | 5.67 | 3.78
many lights | 0.29% | -0.30% | 4.75% | 0.03 | -0.03 | 0.25 | 10.29 | 10.12 | 5.26 | 10.26 | 10.15 | 5.01
many animated sprites | 0.22% | 1.81% | -2.72% | 0.06 | 0.48 | -0.27 | 27.12 | 26.57 | 9.93 | 27.06 | 26.09 | 10.2
3d scene | -15.79% | -14.75% | -31.34% | -0.3 | -0.27 | -0.63 | 1.9 | 1.83 | 2.01 | 2.2 | 2.1 | 2.64
many cubes | -2.85% | -3.30% | 0.00% | -0.46 | -0.52 | 0 | 16.13 | 15.78 | 9.03 | 16.59 | 16.3 | 9.03
many sprites | 2.49% | 2.41% | 0.69% | 0.6 | 0.57 | 0.05 | 24.09 | 23.68 | 7.2 | 23.49 | 23.11 | 7.15
<!--EndFragment-->
</body>
</html>
### Benchmarks
Mostly the same except empty_systems has got a touch slower. The maybe_pipelining+1 column has the compute task pool with an extra thread over default added. This is because pipelining loses one thread over main to execute systems on, since the main thread no longer runs normal systems.
<details>
<summary>Click Me</summary>
```text
group main maybe-pipelining+1
----- ------------------------- ------------------
busy_systems/01x_entities_03_systems 1.07 30.7±1.32µs ? ?/sec 1.00 28.6±1.35µs ? ?/sec
busy_systems/01x_entities_06_systems 1.10 52.1±1.10µs ? ?/sec 1.00 47.2±1.08µs ? ?/sec
busy_systems/01x_entities_09_systems 1.00 74.6±1.36µs ? ?/sec 1.00 75.0±1.93µs ? ?/sec
busy_systems/01x_entities_12_systems 1.03 100.6±6.68µs ? ?/sec 1.00 98.0±1.46µs ? ?/sec
busy_systems/01x_entities_15_systems 1.11 128.5±3.53µs ? ?/sec 1.00 115.5±1.02µs ? ?/sec
busy_systems/02x_entities_03_systems 1.16 50.4±2.56µs ? ?/sec 1.00 43.5±3.00µs ? ?/sec
busy_systems/02x_entities_06_systems 1.00 87.1±1.27µs ? ?/sec 1.05 91.5±7.15µs ? ?/sec
busy_systems/02x_entities_09_systems 1.04 139.9±6.37µs ? ?/sec 1.00 134.0±1.06µs ? ?/sec
busy_systems/02x_entities_12_systems 1.05 179.2±3.47µs ? ?/sec 1.00 170.1±3.17µs ? ?/sec
busy_systems/02x_entities_15_systems 1.01 219.6±3.75µs ? ?/sec 1.00 218.1±2.55µs ? ?/sec
busy_systems/03x_entities_03_systems 1.10 70.6±2.33µs ? ?/sec 1.00 64.3±0.69µs ? ?/sec
busy_systems/03x_entities_06_systems 1.02 130.2±3.11µs ? ?/sec 1.00 128.0±1.34µs ? ?/sec
busy_systems/03x_entities_09_systems 1.00 195.0±10.11µs ? ?/sec 1.00 194.8±1.41µs ? ?/sec
busy_systems/03x_entities_12_systems 1.01 261.7±4.05µs ? ?/sec 1.00 259.8±4.11µs ? ?/sec
busy_systems/03x_entities_15_systems 1.00 318.0±3.04µs ? ?/sec 1.06 338.3±20.25µs ? ?/sec
busy_systems/04x_entities_03_systems 1.00 82.9±0.63µs ? ?/sec 1.02 84.3±0.63µs ? ?/sec
busy_systems/04x_entities_06_systems 1.01 181.7±3.65µs ? ?/sec 1.00 179.8±1.76µs ? ?/sec
busy_systems/04x_entities_09_systems 1.04 265.0±4.68µs ? ?/sec 1.00 255.3±1.98µs ? ?/sec
busy_systems/04x_entities_12_systems 1.00 335.9±3.00µs ? ?/sec 1.05 352.6±15.84µs ? ?/sec
busy_systems/04x_entities_15_systems 1.00 418.6±10.26µs ? ?/sec 1.08 450.2±39.58µs ? ?/sec
busy_systems/05x_entities_03_systems 1.07 114.3±0.95µs ? ?/sec 1.00 106.9±1.52µs ? ?/sec
busy_systems/05x_entities_06_systems 1.08 229.8±2.90µs ? ?/sec 1.00 212.3±4.18µs ? ?/sec
busy_systems/05x_entities_09_systems 1.03 329.3±1.99µs ? ?/sec 1.00 319.2±2.43µs ? ?/sec
busy_systems/05x_entities_12_systems 1.06 454.7±6.77µs ? ?/sec 1.00 430.1±3.58µs ? ?/sec
busy_systems/05x_entities_15_systems 1.03 554.6±6.15µs ? ?/sec 1.00 538.4±23.87µs ? ?/sec
contrived/01x_entities_03_systems 1.00 14.0±0.15µs ? ?/sec 1.08 15.1±0.21µs ? ?/sec
contrived/01x_entities_06_systems 1.04 28.5±0.37µs ? ?/sec 1.00 27.4±0.44µs ? ?/sec
contrived/01x_entities_09_systems 1.00 41.5±4.38µs ? ?/sec 1.02 42.2±2.24µs ? ?/sec
contrived/01x_entities_12_systems 1.06 55.9±1.49µs ? ?/sec 1.00 52.6±1.36µs ? ?/sec
contrived/01x_entities_15_systems 1.02 68.0±2.00µs ? ?/sec 1.00 66.5±0.78µs ? ?/sec
contrived/02x_entities_03_systems 1.03 25.2±0.38µs ? ?/sec 1.00 24.6±0.52µs ? ?/sec
contrived/02x_entities_06_systems 1.00 46.3±0.49µs ? ?/sec 1.04 48.1±4.13µs ? ?/sec
contrived/02x_entities_09_systems 1.02 70.4±0.99µs ? ?/sec 1.00 68.8±1.04µs ? ?/sec
contrived/02x_entities_12_systems 1.06 96.8±1.49µs ? ?/sec 1.00 91.5±0.93µs ? ?/sec
contrived/02x_entities_15_systems 1.02 116.2±0.95µs ? ?/sec 1.00 114.2±1.42µs ? ?/sec
contrived/03x_entities_03_systems 1.00 33.2±0.38µs ? ?/sec 1.01 33.6±0.45µs ? ?/sec
contrived/03x_entities_06_systems 1.00 62.4±0.73µs ? ?/sec 1.01 63.3±1.05µs ? ?/sec
contrived/03x_entities_09_systems 1.02 96.4±0.85µs ? ?/sec 1.00 94.8±3.02µs ? ?/sec
contrived/03x_entities_12_systems 1.01 126.3±4.67µs ? ?/sec 1.00 125.6±2.27µs ? ?/sec
contrived/03x_entities_15_systems 1.03 160.2±9.37µs ? ?/sec 1.00 156.0±1.53µs ? ?/sec
contrived/04x_entities_03_systems 1.02 41.4±3.39µs ? ?/sec 1.00 40.5±0.52µs ? ?/sec
contrived/04x_entities_06_systems 1.00 78.9±1.61µs ? ?/sec 1.02 80.3±1.06µs ? ?/sec
contrived/04x_entities_09_systems 1.02 121.8±3.97µs ? ?/sec 1.00 119.2±1.46µs ? ?/sec
contrived/04x_entities_12_systems 1.00 157.8±1.48µs ? ?/sec 1.01 160.1±1.72µs ? ?/sec
contrived/04x_entities_15_systems 1.00 197.9±1.47µs ? ?/sec 1.08 214.2±34.61µs ? ?/sec
contrived/05x_entities_03_systems 1.00 49.1±0.33µs ? ?/sec 1.01 49.7±0.75µs ? ?/sec
contrived/05x_entities_06_systems 1.00 95.0±0.93µs ? ?/sec 1.00 94.6±0.94µs ? ?/sec
contrived/05x_entities_09_systems 1.01 143.2±1.68µs ? ?/sec 1.00 142.2±2.00µs ? ?/sec
contrived/05x_entities_12_systems 1.00 191.8±2.03µs ? ?/sec 1.01 192.7±7.88µs ? ?/sec
contrived/05x_entities_15_systems 1.02 239.7±3.71µs ? ?/sec 1.00 235.8±4.11µs ? ?/sec
empty_systems/000_systems 1.01 47.8±0.67ns ? ?/sec 1.00 47.5±2.02ns ? ?/sec
empty_systems/001_systems 1.00 1743.2±126.14ns ? ?/sec 1.01 1761.1±70.10ns ? ?/sec
empty_systems/002_systems 1.01 2.2±0.04µs ? ?/sec 1.00 2.2±0.02µs ? ?/sec
empty_systems/003_systems 1.02 2.7±0.09µs ? ?/sec 1.00 2.7±0.16µs ? ?/sec
empty_systems/004_systems 1.00 3.1±0.11µs ? ?/sec 1.00 3.1±0.24µs ? ?/sec
empty_systems/005_systems 1.00 3.5±0.05µs ? ?/sec 1.11 3.9±0.70µs ? ?/sec
empty_systems/010_systems 1.00 5.5±0.12µs ? ?/sec 1.03 5.7±0.17µs ? ?/sec
empty_systems/015_systems 1.00 7.9±0.19µs ? ?/sec 1.06 8.4±0.16µs ? ?/sec
empty_systems/020_systems 1.00 10.4±1.25µs ? ?/sec 1.02 10.6±0.18µs ? ?/sec
empty_systems/025_systems 1.00 12.4±0.39µs ? ?/sec 1.14 14.1±1.07µs ? ?/sec
empty_systems/030_systems 1.00 15.1±0.39µs ? ?/sec 1.05 15.8±0.62µs ? ?/sec
empty_systems/035_systems 1.00 16.9±0.47µs ? ?/sec 1.07 18.0±0.37µs ? ?/sec
empty_systems/040_systems 1.00 19.3±0.41µs ? ?/sec 1.05 20.3±0.39µs ? ?/sec
empty_systems/045_systems 1.00 22.4±1.67µs ? ?/sec 1.02 22.9±0.51µs ? ?/sec
empty_systems/050_systems 1.00 24.4±1.67µs ? ?/sec 1.01 24.7±0.40µs ? ?/sec
empty_systems/055_systems 1.05 28.6±5.27µs ? ?/sec 1.00 27.2±0.70µs ? ?/sec
empty_systems/060_systems 1.02 29.9±1.64µs ? ?/sec 1.00 29.3±0.66µs ? ?/sec
empty_systems/065_systems 1.02 32.7±3.15µs ? ?/sec 1.00 32.1±0.98µs ? ?/sec
empty_systems/070_systems 1.00 33.0±1.42µs ? ?/sec 1.03 34.1±1.44µs ? ?/sec
empty_systems/075_systems 1.00 34.8±0.89µs ? ?/sec 1.04 36.2±0.70µs ? ?/sec
empty_systems/080_systems 1.00 37.0±1.82µs ? ?/sec 1.05 38.7±1.37µs ? ?/sec
empty_systems/085_systems 1.00 38.7±0.76µs ? ?/sec 1.05 40.8±0.83µs ? ?/sec
empty_systems/090_systems 1.00 41.5±1.09µs ? ?/sec 1.04 43.2±0.82µs ? ?/sec
empty_systems/095_systems 1.00 43.6±1.10µs ? ?/sec 1.04 45.2±0.99µs ? ?/sec
empty_systems/100_systems 1.00 46.7±2.27µs ? ?/sec 1.03 48.1±1.25µs ? ?/sec
```
</details>
## Migration Guide
### App `runner` and SubApp `extract` functions are now required to be Send
This was changed to enable pipelined rendering. If this breaks your use case please report it as these new bounds might be able to be relaxed.
## ToDo
* [x] redo benchmarking
* [x] reinvestigate the perf of the try_tick -> run change for task pool scope
2023-01-19 23:45:46 +00:00
{
2023-07-13 22:23:04 +00:00
group = group . add ( bevy_render ::pipelined_rendering ::PipelinedRenderingPlugin ) ;
Pipelined Rendering (#6503)
# Objective
- Implement pipelined rendering
- Fixes #5082
- Fixes #4718
## User Facing Description
Bevy now implements piplelined rendering! Pipelined rendering allows the app logic and rendering logic to run on different threads leading to large gains in performance.
![image](https://user-images.githubusercontent.com/2180432/202049871-3c00b801-58ab-448f-93fd-471e30aba55f.png)
*tracy capture of many_foxes example*
To use pipelined rendering, you just need to add the `PipelinedRenderingPlugin`. If you're using `DefaultPlugins` then it will automatically be added for you on all platforms except wasm. Bevy does not currently support multithreading on wasm which is needed for this feature to work. If you aren't using `DefaultPlugins` you can add the plugin manually.
```rust
use bevy::prelude::*;
use bevy::render::pipelined_rendering::PipelinedRenderingPlugin;
fn main() {
App::new()
// whatever other plugins you need
.add_plugin(RenderPlugin)
// needs to be added after RenderPlugin
.add_plugin(PipelinedRenderingPlugin)
.run();
}
```
If for some reason pipelined rendering needs to be removed. You can also disable the plugin the normal way.
```rust
use bevy::prelude::*;
use bevy::render::pipelined_rendering::PipelinedRenderingPlugin;
fn main() {
App::new.add_plugins(DefaultPlugins.build().disable::<PipelinedRenderingPlugin>());
}
```
### A setup function was added to plugins
A optional plugin lifecycle function was added to the `Plugin trait`. This function is called after all plugins have been built, but before the app runner is called. This allows for some final setup to be done. In the case of pipelined rendering, the function removes the sub app from the main app and sends it to the render thread.
```rust
struct MyPlugin;
impl Plugin for MyPlugin {
fn build(&self, app: &mut App) {
}
// optional function
fn setup(&self, app: &mut App) {
// do some final setup before runner is called
}
}
```
### A Stage for Frame Pacing
In the `RenderExtractApp` there is a stage labelled `BeforeIoAfterRenderStart` that systems can be added to. The specific use case for this stage is for a frame pacing system that can delay the start of main app processing in render bound apps to reduce input latency i.e. "frame pacing". This is not currently built into bevy, but exists as `bevy`
```text
|-------------------------------------------------------------------|
| | BeforeIoAfterRenderStart | winit events | main schedule |
| extract |---------------------------------------------------------|
| | extract commands | rendering schedule |
|-------------------------------------------------------------------|
```
### Small API additions
* `Schedule::remove_stage`
* `App::insert_sub_app`
* `App::remove_sub_app`
* `TaskPool::scope_with_executor`
## Problems and Solutions
### Moving render app to another thread
Most of the hard bits for this were done with the render redo. This PR just sends the render app back and forth through channels which seems to work ok. I originally experimented with using a scope to run the render task. It was cuter, but that approach didn't allow render to start before i/o processing. So I switched to using channels. There is much complexity in the coordination that needs to be done, but it's worth it. By moving rendering during i/o processing the frame times should be much more consistent in render bound apps. See https://github.com/bevyengine/bevy/issues/4691.
### Unsoundness with Sending World with NonSend resources
Dropping !Send things on threads other than the thread they were spawned on is considered unsound. The render world doesn't have any nonsend resources. So if we tell the users to "pretty please don't spawn nonsend resource on the render world", we can avoid this problem.
More seriously there is this https://github.com/bevyengine/bevy/pull/6534 pr, which patches the unsoundness by aborting the app if a nonsend resource is dropped on the wrong thread. ~~That PR should probably be merged before this one.~~ For a longer term solution we have this discussion going https://github.com/bevyengine/bevy/discussions/6552.
### NonSend Systems in render world
The render world doesn't have any !Send resources, but it does have a non send system. While Window is Send, winit does have some API's that can only be accessed on the main thread. `prepare_windows` in the render schedule thus needs to be scheduled on the main thread. Currently we run nonsend systems by running them on the thread the TaskPool::scope runs on. When we move render to another thread this no longer works.
To fix this, a new `scope_with_executor` method was added that takes a optional `TheadExecutor` that can only be ticked on the thread it was initialized on. The render world then holds a `MainThreadExecutor` resource which can be passed to the scope in the parallel executor that it uses to spawn it's non send systems on.
### Scopes executors between render and main should not share tasks
Since the render world and the app world share the `ComputeTaskPool`. Because `scope` has executors for the ComputeTaskPool a system from the main world could run on the render thread or a render system could run on the main thread. This can cause performance problems because it can delay a stage from finishing. See https://github.com/bevyengine/bevy/pull/6503#issuecomment-1309791442 for more details.
To avoid this problem, `TaskPool::scope` has been changed to not tick the ComputeTaskPool when it's used by the parallel executor. In the future when we move closer to the 1 thread to 1 logical core model we may want to overprovide threads, because the render and main app threads don't do much when executing the schedule.
## Performance
My machine is Windows 11, AMD Ryzen 5600x, RX 6600
### Examples
#### This PR with pipelining vs Main
> Note that these were run on an older version of main and the performance profile has probably changed due to optimizations
Seeing a perf gain from 29% on many lights to 7% on many sprites.
<html>
<body>
<!--StartFragment--><google-sheets-html-origin>
| percent | | | Diff | | | Main | | | PR | |
-- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --
tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma
many foxes | 27.01% | 27.34% | -47.09% | 1.58 | 1.55 | -1.78 | 5.85 | 5.67 | 3.78 | 4.27 | 4.12 | 5.56
many lights | 29.35% | 29.94% | -10.84% | 3.02 | 3.03 | -0.57 | 10.29 | 10.12 | 5.26 | 7.27 | 7.09 | 5.83
many animated sprites | 13.97% | 15.69% | 14.20% | 3.79 | 4.17 | 1.41 | 27.12 | 26.57 | 9.93 | 23.33 | 22.4 | 8.52
3d scene | 25.79% | 26.78% | 7.46% | 0.49 | 0.49 | 0.15 | 1.9 | 1.83 | 2.01 | 1.41 | 1.34 | 1.86
many cubes | 11.97% | 11.28% | 14.51% | 1.93 | 1.78 | 1.31 | 16.13 | 15.78 | 9.03 | 14.2 | 14 | 7.72
many sprites | 7.14% | 9.42% | -85.42% | 1.72 | 2.23 | -6.15 | 24.09 | 23.68 | 7.2 | 22.37 | 21.45 | 13.35
<!--EndFragment-->
</body>
</html>
#### This PR with pipelining disabled vs Main
Mostly regressions here. I don't think this should be a problem as users that are disabling pipelined rendering are probably running single threaded and not using the parallel executor. The regression is probably mostly due to the switch to use `async_executor::run` instead of `try_tick` and also having one less thread to run systems on. I'll do a writeup on why switching to `run` causes regressions, so we can try to eventually fix it. Using try_tick causes issues when pipeline rendering is enable as seen [here](https://github.com/bevyengine/bevy/pull/6503#issuecomment-1380803518)
<html>
<body>
<!--StartFragment--><google-sheets-html-origin>
| percent | | | Diff | | | Main | | | PR no pipelining | |
-- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --
tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma
many foxes | -3.72% | -4.42% | -1.07% | -0.21 | -0.24 | -0.04 | 5.64 | 5.43 | 3.74 | 5.85 | 5.67 | 3.78
many lights | 0.29% | -0.30% | 4.75% | 0.03 | -0.03 | 0.25 | 10.29 | 10.12 | 5.26 | 10.26 | 10.15 | 5.01
many animated sprites | 0.22% | 1.81% | -2.72% | 0.06 | 0.48 | -0.27 | 27.12 | 26.57 | 9.93 | 27.06 | 26.09 | 10.2
3d scene | -15.79% | -14.75% | -31.34% | -0.3 | -0.27 | -0.63 | 1.9 | 1.83 | 2.01 | 2.2 | 2.1 | 2.64
many cubes | -2.85% | -3.30% | 0.00% | -0.46 | -0.52 | 0 | 16.13 | 15.78 | 9.03 | 16.59 | 16.3 | 9.03
many sprites | 2.49% | 2.41% | 0.69% | 0.6 | 0.57 | 0.05 | 24.09 | 23.68 | 7.2 | 23.49 | 23.11 | 7.15
<!--EndFragment-->
</body>
</html>
### Benchmarks
Mostly the same except empty_systems has got a touch slower. The maybe_pipelining+1 column has the compute task pool with an extra thread over default added. This is because pipelining loses one thread over main to execute systems on, since the main thread no longer runs normal systems.
<details>
<summary>Click Me</summary>
```text
group main maybe-pipelining+1
----- ------------------------- ------------------
busy_systems/01x_entities_03_systems 1.07 30.7±1.32µs ? ?/sec 1.00 28.6±1.35µs ? ?/sec
busy_systems/01x_entities_06_systems 1.10 52.1±1.10µs ? ?/sec 1.00 47.2±1.08µs ? ?/sec
busy_systems/01x_entities_09_systems 1.00 74.6±1.36µs ? ?/sec 1.00 75.0±1.93µs ? ?/sec
busy_systems/01x_entities_12_systems 1.03 100.6±6.68µs ? ?/sec 1.00 98.0±1.46µs ? ?/sec
busy_systems/01x_entities_15_systems 1.11 128.5±3.53µs ? ?/sec 1.00 115.5±1.02µs ? ?/sec
busy_systems/02x_entities_03_systems 1.16 50.4±2.56µs ? ?/sec 1.00 43.5±3.00µs ? ?/sec
busy_systems/02x_entities_06_systems 1.00 87.1±1.27µs ? ?/sec 1.05 91.5±7.15µs ? ?/sec
busy_systems/02x_entities_09_systems 1.04 139.9±6.37µs ? ?/sec 1.00 134.0±1.06µs ? ?/sec
busy_systems/02x_entities_12_systems 1.05 179.2±3.47µs ? ?/sec 1.00 170.1±3.17µs ? ?/sec
busy_systems/02x_entities_15_systems 1.01 219.6±3.75µs ? ?/sec 1.00 218.1±2.55µs ? ?/sec
busy_systems/03x_entities_03_systems 1.10 70.6±2.33µs ? ?/sec 1.00 64.3±0.69µs ? ?/sec
busy_systems/03x_entities_06_systems 1.02 130.2±3.11µs ? ?/sec 1.00 128.0±1.34µs ? ?/sec
busy_systems/03x_entities_09_systems 1.00 195.0±10.11µs ? ?/sec 1.00 194.8±1.41µs ? ?/sec
busy_systems/03x_entities_12_systems 1.01 261.7±4.05µs ? ?/sec 1.00 259.8±4.11µs ? ?/sec
busy_systems/03x_entities_15_systems 1.00 318.0±3.04µs ? ?/sec 1.06 338.3±20.25µs ? ?/sec
busy_systems/04x_entities_03_systems 1.00 82.9±0.63µs ? ?/sec 1.02 84.3±0.63µs ? ?/sec
busy_systems/04x_entities_06_systems 1.01 181.7±3.65µs ? ?/sec 1.00 179.8±1.76µs ? ?/sec
busy_systems/04x_entities_09_systems 1.04 265.0±4.68µs ? ?/sec 1.00 255.3±1.98µs ? ?/sec
busy_systems/04x_entities_12_systems 1.00 335.9±3.00µs ? ?/sec 1.05 352.6±15.84µs ? ?/sec
busy_systems/04x_entities_15_systems 1.00 418.6±10.26µs ? ?/sec 1.08 450.2±39.58µs ? ?/sec
busy_systems/05x_entities_03_systems 1.07 114.3±0.95µs ? ?/sec 1.00 106.9±1.52µs ? ?/sec
busy_systems/05x_entities_06_systems 1.08 229.8±2.90µs ? ?/sec 1.00 212.3±4.18µs ? ?/sec
busy_systems/05x_entities_09_systems 1.03 329.3±1.99µs ? ?/sec 1.00 319.2±2.43µs ? ?/sec
busy_systems/05x_entities_12_systems 1.06 454.7±6.77µs ? ?/sec 1.00 430.1±3.58µs ? ?/sec
busy_systems/05x_entities_15_systems 1.03 554.6±6.15µs ? ?/sec 1.00 538.4±23.87µs ? ?/sec
contrived/01x_entities_03_systems 1.00 14.0±0.15µs ? ?/sec 1.08 15.1±0.21µs ? ?/sec
contrived/01x_entities_06_systems 1.04 28.5±0.37µs ? ?/sec 1.00 27.4±0.44µs ? ?/sec
contrived/01x_entities_09_systems 1.00 41.5±4.38µs ? ?/sec 1.02 42.2±2.24µs ? ?/sec
contrived/01x_entities_12_systems 1.06 55.9±1.49µs ? ?/sec 1.00 52.6±1.36µs ? ?/sec
contrived/01x_entities_15_systems 1.02 68.0±2.00µs ? ?/sec 1.00 66.5±0.78µs ? ?/sec
contrived/02x_entities_03_systems 1.03 25.2±0.38µs ? ?/sec 1.00 24.6±0.52µs ? ?/sec
contrived/02x_entities_06_systems 1.00 46.3±0.49µs ? ?/sec 1.04 48.1±4.13µs ? ?/sec
contrived/02x_entities_09_systems 1.02 70.4±0.99µs ? ?/sec 1.00 68.8±1.04µs ? ?/sec
contrived/02x_entities_12_systems 1.06 96.8±1.49µs ? ?/sec 1.00 91.5±0.93µs ? ?/sec
contrived/02x_entities_15_systems 1.02 116.2±0.95µs ? ?/sec 1.00 114.2±1.42µs ? ?/sec
contrived/03x_entities_03_systems 1.00 33.2±0.38µs ? ?/sec 1.01 33.6±0.45µs ? ?/sec
contrived/03x_entities_06_systems 1.00 62.4±0.73µs ? ?/sec 1.01 63.3±1.05µs ? ?/sec
contrived/03x_entities_09_systems 1.02 96.4±0.85µs ? ?/sec 1.00 94.8±3.02µs ? ?/sec
contrived/03x_entities_12_systems 1.01 126.3±4.67µs ? ?/sec 1.00 125.6±2.27µs ? ?/sec
contrived/03x_entities_15_systems 1.03 160.2±9.37µs ? ?/sec 1.00 156.0±1.53µs ? ?/sec
contrived/04x_entities_03_systems 1.02 41.4±3.39µs ? ?/sec 1.00 40.5±0.52µs ? ?/sec
contrived/04x_entities_06_systems 1.00 78.9±1.61µs ? ?/sec 1.02 80.3±1.06µs ? ?/sec
contrived/04x_entities_09_systems 1.02 121.8±3.97µs ? ?/sec 1.00 119.2±1.46µs ? ?/sec
contrived/04x_entities_12_systems 1.00 157.8±1.48µs ? ?/sec 1.01 160.1±1.72µs ? ?/sec
contrived/04x_entities_15_systems 1.00 197.9±1.47µs ? ?/sec 1.08 214.2±34.61µs ? ?/sec
contrived/05x_entities_03_systems 1.00 49.1±0.33µs ? ?/sec 1.01 49.7±0.75µs ? ?/sec
contrived/05x_entities_06_systems 1.00 95.0±0.93µs ? ?/sec 1.00 94.6±0.94µs ? ?/sec
contrived/05x_entities_09_systems 1.01 143.2±1.68µs ? ?/sec 1.00 142.2±2.00µs ? ?/sec
contrived/05x_entities_12_systems 1.00 191.8±2.03µs ? ?/sec 1.01 192.7±7.88µs ? ?/sec
contrived/05x_entities_15_systems 1.02 239.7±3.71µs ? ?/sec 1.00 235.8±4.11µs ? ?/sec
empty_systems/000_systems 1.01 47.8±0.67ns ? ?/sec 1.00 47.5±2.02ns ? ?/sec
empty_systems/001_systems 1.00 1743.2±126.14ns ? ?/sec 1.01 1761.1±70.10ns ? ?/sec
empty_systems/002_systems 1.01 2.2±0.04µs ? ?/sec 1.00 2.2±0.02µs ? ?/sec
empty_systems/003_systems 1.02 2.7±0.09µs ? ?/sec 1.00 2.7±0.16µs ? ?/sec
empty_systems/004_systems 1.00 3.1±0.11µs ? ?/sec 1.00 3.1±0.24µs ? ?/sec
empty_systems/005_systems 1.00 3.5±0.05µs ? ?/sec 1.11 3.9±0.70µs ? ?/sec
empty_systems/010_systems 1.00 5.5±0.12µs ? ?/sec 1.03 5.7±0.17µs ? ?/sec
empty_systems/015_systems 1.00 7.9±0.19µs ? ?/sec 1.06 8.4±0.16µs ? ?/sec
empty_systems/020_systems 1.00 10.4±1.25µs ? ?/sec 1.02 10.6±0.18µs ? ?/sec
empty_systems/025_systems 1.00 12.4±0.39µs ? ?/sec 1.14 14.1±1.07µs ? ?/sec
empty_systems/030_systems 1.00 15.1±0.39µs ? ?/sec 1.05 15.8±0.62µs ? ?/sec
empty_systems/035_systems 1.00 16.9±0.47µs ? ?/sec 1.07 18.0±0.37µs ? ?/sec
empty_systems/040_systems 1.00 19.3±0.41µs ? ?/sec 1.05 20.3±0.39µs ? ?/sec
empty_systems/045_systems 1.00 22.4±1.67µs ? ?/sec 1.02 22.9±0.51µs ? ?/sec
empty_systems/050_systems 1.00 24.4±1.67µs ? ?/sec 1.01 24.7±0.40µs ? ?/sec
empty_systems/055_systems 1.05 28.6±5.27µs ? ?/sec 1.00 27.2±0.70µs ? ?/sec
empty_systems/060_systems 1.02 29.9±1.64µs ? ?/sec 1.00 29.3±0.66µs ? ?/sec
empty_systems/065_systems 1.02 32.7±3.15µs ? ?/sec 1.00 32.1±0.98µs ? ?/sec
empty_systems/070_systems 1.00 33.0±1.42µs ? ?/sec 1.03 34.1±1.44µs ? ?/sec
empty_systems/075_systems 1.00 34.8±0.89µs ? ?/sec 1.04 36.2±0.70µs ? ?/sec
empty_systems/080_systems 1.00 37.0±1.82µs ? ?/sec 1.05 38.7±1.37µs ? ?/sec
empty_systems/085_systems 1.00 38.7±0.76µs ? ?/sec 1.05 40.8±0.83µs ? ?/sec
empty_systems/090_systems 1.00 41.5±1.09µs ? ?/sec 1.04 43.2±0.82µs ? ?/sec
empty_systems/095_systems 1.00 43.6±1.10µs ? ?/sec 1.04 45.2±0.99µs ? ?/sec
empty_systems/100_systems 1.00 46.7±2.27µs ? ?/sec 1.03 48.1±1.25µs ? ?/sec
```
</details>
## Migration Guide
### App `runner` and SubApp `extract` functions are now required to be Send
This was changed to enable pipelined rendering. If this breaks your use case please report it as these new bounds might be able to be relaxed.
## ToDo
* [x] redo benchmarking
* [x] reinvestigate the perf of the try_tick -> run change for task pool scope
2023-01-19 23:45:46 +00:00
}
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
}
2020-10-29 20:04:28 +00:00
2021-12-14 03:58:23 +00:00
#[ cfg(feature = " bevy_core_pipeline " ) ]
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
{
2023-07-13 22:23:04 +00:00
group = group . add ( bevy_core_pipeline ::CorePipelinePlugin ) ;
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
}
2020-10-29 20:04:28 +00:00
2021-12-14 03:58:23 +00:00
#[ cfg(feature = " bevy_sprite " ) ]
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
{
2023-07-13 22:23:04 +00:00
group = group . add ( bevy_sprite ::SpritePlugin ) ;
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
}
2020-10-29 20:04:28 +00:00
#[ cfg(feature = " bevy_text " ) ]
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
{
2023-07-13 22:23:04 +00:00
group = group . add ( bevy_text ::TextPlugin ) ;
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
}
2020-10-29 20:04:28 +00:00
2021-12-14 03:58:23 +00:00
#[ cfg(feature = " bevy_ui " ) ]
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
{
2023-07-13 22:23:04 +00:00
group = group . add ( bevy_ui ::UiPlugin ) ;
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
}
2020-10-29 20:04:28 +00:00
2021-12-14 03:58:23 +00:00
#[ cfg(feature = " bevy_pbr " ) ]
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
{
group = group . add ( bevy_pbr ::PbrPlugin ::default ( ) ) ;
}
2020-10-29 20:04:28 +00:00
2022-03-15 22:26:46 +00:00
// NOTE: Load this after renderer initialization so that it knows about the supported
// compressed texture formats
2020-10-29 20:04:28 +00:00
#[ cfg(feature = " bevy_gltf " ) ]
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
{
group = group . add ( bevy_gltf ::GltfPlugin ::default ( ) ) ;
}
2020-10-29 20:04:28 +00:00
2021-12-14 03:58:23 +00:00
#[ cfg(feature = " bevy_audio " ) ]
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
{
group = group . add ( bevy_audio ::AudioPlugin ::default ( ) ) ;
}
2021-12-18 00:09:23 +00:00
#[ cfg(feature = " bevy_gilrs " ) ]
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
{
2023-07-13 22:23:04 +00:00
group = group . add ( bevy_gilrs ::GilrsPlugin ) ;
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
}
2022-04-02 22:36:02 +00:00
#[ cfg(feature = " bevy_animation " ) ]
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
{
2023-07-13 22:23:04 +00:00
group = group . add ( bevy_animation ::AnimationPlugin ) ;
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
}
2023-03-20 20:57:54 +00:00
#[ cfg(feature = " bevy_gizmos " ) ]
{
group = group . add ( bevy_gizmos ::GizmoPlugin ) ;
}
2024-01-09 19:08:15 +00:00
group = group . add ( IgnoreAmbiguitiesPlugin ) ;
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
group
2020-10-29 20:04:28 +00:00
}
}
2024-01-09 19:08:15 +00:00
struct IgnoreAmbiguitiesPlugin ;
impl Plugin for IgnoreAmbiguitiesPlugin {
#[ allow(unused_variables) ] // Variables are used depending on enabled features
fn build ( & self , app : & mut bevy_app ::App ) {
// bevy_ui owns the Transform and cannot be animated
#[ cfg(all(feature = " bevy_animation " , feature = " bevy_ui " )) ]
app . ignore_ambiguity (
bevy_app ::PostUpdate ,
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
bevy_animation ::advance_animations ,
2024-01-09 19:08:15 +00:00
bevy_ui ::ui_layout_system ,
) ;
#[ cfg(feature = " bevy_render " ) ]
if let Ok ( render_app ) = app . get_sub_app_mut ( bevy_render ::RenderApp ) {
#[ cfg(all(feature = " bevy_gizmos " , feature = " bevy_sprite " )) ]
{
render_app . ignore_ambiguity (
bevy_render ::Render ,
bevy_gizmos ::GizmoRenderSystem ::QueueLineGizmos2d ,
bevy_sprite ::queue_sprites ,
) ;
render_app . ignore_ambiguity (
bevy_render ::Render ,
bevy_gizmos ::GizmoRenderSystem ::QueueLineGizmos2d ,
bevy_sprite ::queue_material2d_meshes ::< bevy_sprite ::ColorMaterial > ,
) ;
}
#[ cfg(all(feature = " bevy_gizmos " , feature = " bevy_pbr " )) ]
{
render_app . ignore_ambiguity (
bevy_render ::Render ,
bevy_gizmos ::GizmoRenderSystem ::QueueLineGizmos3d ,
bevy_pbr ::queue_material_meshes ::< bevy_pbr ::StandardMaterial > ,
) ;
}
}
}
}
2023-01-24 05:25:03 +00:00
/// This plugin group will add the minimal plugins for a *Bevy* application:
2023-01-05 11:42:35 +00:00
/// * [`TaskPoolPlugin`](crate::core::TaskPoolPlugin)
/// * [`TypeRegistrationPlugin`](crate::core::TypeRegistrationPlugin)
/// * [`FrameCountPlugin`](crate::core::FrameCountPlugin)
2022-11-21 20:12:31 +00:00
/// * [`TimePlugin`](crate::time::TimePlugin)
/// * [`ScheduleRunnerPlugin`](crate::app::ScheduleRunnerPlugin)
2021-08-10 23:46:39 +00:00
///
2023-01-24 05:25:03 +00:00
/// This group of plugins is intended for use for minimal, *headless* programs –
/// see the [*Bevy* *headless* example](https://github.com/bevyengine/bevy/blob/main/examples/app/headless.rs)
/// – and includes a [schedule runner (`ScheduleRunnerPlugin`)](crate::app::ScheduleRunnerPlugin)
/// to provide functionality that would otherwise be driven by a windowed application's
/// *event loop* or *message loop*.
///
/// Windowed applications that wish to use a reduced set of plugins should consider the
/// [`DefaultPlugins`] plugin group which can be controlled with *Cargo* *feature* flags.
2020-11-03 02:38:37 +00:00
pub struct MinimalPlugins ;
2020-10-29 20:04:28 +00:00
2020-11-03 02:38:37 +00:00
impl PluginGroup for MinimalPlugins {
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
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fn build ( self ) -> PluginGroupBuilder {
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PluginGroupBuilder ::start ::< Self > ( )
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. add ( bevy_core ::TaskPoolPlugin ::default ( ) )
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. add ( bevy_core ::TypeRegistrationPlugin )
. add ( bevy_core ::FrameCountPlugin )
. add ( bevy_time ::TimePlugin )
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
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. add ( bevy_app ::ScheduleRunnerPlugin ::default ( ) )
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}
}