//! Uses two windows to visualize a 3D model from different angles. use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef}; fn main() { App::new() // By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins` .add_plugins(DefaultPlugins) .add_systems(Startup, setup_scene) .add_systems(Update, bevy::window::close_on_esc) .run(); } fn setup_scene(mut commands: Commands, asset_server: Res) { // add entities to the world commands.spawn(SceneBundle { scene: asset_server.load("models/monkey/Monkey.gltf#Scene0"), ..default() }); // light commands.spawn(PointLightBundle { transform: Transform::from_xyz(4.0, 5.0, 4.0), ..default() }); // main camera, cameras default to the primary window // so we don't need to specify that. commands.spawn(Camera3dBundle { transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); // Spawn a second window let second_window = commands .spawn(Window { title: "Second window".to_owned(), ..default() }) .id(); // second window camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y), camera: Camera { target: RenderTarget::Window(WindowRef::Entity(second_window)), ..default() }, ..default() }); }