Don't bundle extra transform with camera in many sprites examples (#6079)

Fixes #6077 
# Objective

- Make many_sprites and many_animated_sprites work again

## Solution

- Removed the extra transform from the camera bundle - not sure why it was necessary, since `Camera2dBundle::default()` already contains a transform with the same parameters.

---
This commit is contained in:
Carlrs 2022-09-25 18:03:53 +00:00
parent 847c26b8dc
commit 750ec41c86
2 changed files with 4 additions and 8 deletions

View file

@ -51,10 +51,8 @@ fn setup(
let texture_atlas_handle = texture_atlases.add(texture_atlas);
// Spawns the camera
commands.spawn((
Camera2dBundle::default(),
Transform::from_xyz(0.0, 0.0, 1000.0),
));
commands.spawn(Camera2dBundle::default());
// Builds and spawns the sprites
for y in -half_y..half_y {

View file

@ -55,10 +55,8 @@ fn setup(mut commands: Commands, assets: Res<AssetServer>, color_tint: Res<Color
let sprite_handle = assets.load("branding/icon.png");
// Spawns the camera
commands.spawn((
Camera2dBundle::default(),
Transform::from_xyz(0.0, 0.0, 1000.0),
));
commands.spawn(Camera2dBundle::default());
// Builds and spawns the sprites
let mut sprites = vec![];