use bevy::prelude::*; /// This example illustrates how to create parent->child relationships between entities how parent /// transforms are propagated to their descendants fn main() { App::new() .insert_resource(Msaa { samples: 4 }) .add_plugins(DefaultPlugins) .add_startup_system(setup.system()) .add_system(rotator_system.system()) .run(); } /// this component indicates what entities should rotate struct Rotator; /// rotates the parent, which will result in the child also rotating fn rotator_system(time: Res