use bevy::{ prelude::*, render::{ camera::{Camera, VisibleEntities}, mesh::shape, }, }; /// This example visualizes camera z-ordering by setting the material of rotating cubes to their distance from the camera fn main() { App::build() .add_default_plugins() .add_startup_system(setup.system()) .add_system(rotator_system.system()) .add_system(camera_order_color_system.system()) .run(); } struct Rotator; /// rotates the parent, which will result in the child also rotating fn rotator_system(time: Res