//! Illustrates how to create parent-child relationships between entities and how parent transforms //! are propagated to their descendants. use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, rotator_system) .run(); } /// this component indicates what entities should rotate #[derive(Component)] struct Rotator; /// rotates the parent, which will result in the child also rotating fn rotator_system(time: Res