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Basic practical overview
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//! [`Handle`]s serve as an id-based reference to entries in the [`Assets`] collection, allowing them to be cheaply shared between systems,
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//! and providing a way to initialize objects (generally entities) before the required assets are loaded.
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//!
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//! ## Loading and using assets
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//!
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//! The [`AssetServer`] is the main entry point for loading assets.
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//! Typically, you'll use the [`AssetServer::load`] method to load an asset from disk, which returns a [`Handle`].
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//! This handle will be used to instantiate various [`Component`](bevy_ecs::prelude::Component)s that require asset data to function,
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//! which will then be spawned into the world as part of an entity.
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//!
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//! If we later want to manipulate this asset data (such as for displaying a death animation), we have three options:
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//!
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//! 1. Despawn the entity and spawn a new one with the new asset data.
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//! 2. Change what the handle is pointing to.
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//! 3. Use the [`Assets`] collection to directly modify the asset data.
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//!
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//! The first option is the simplest, but can be slow if done frequently,
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//! and can lead to frustrating bugs as references to the old entity (such as what is targeting it) and other data on the entity are lost.
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//! Generally, this isn't a great strategy.
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//!
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//! The second option is the most common: just query for the component that holds the handle, and mutate it, pointing to the new asset.
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//!
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//! The third option has different semantics: rather than modifying the asset data for a single entity, it modifies the asset data for *all* entities using this handle.
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//! While this might be what you want, it generally isn't!
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//!
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//! ## Handles and reference counting
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//!
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//! [`Handle`] (or their untyped counterpart [`UntypedHandle`]) are used to reference assets in the [`Assets`] collection,
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