//! This example demonstrates the usage of '.meta' files and [`AssetServer::load_with_settings`] to override the default settings for loading an asset use bevy::{ prelude::*, render::texture::{ImageLoaderSettings, ImageSampler}, }; fn main() { App::new() .add_plugins( // This just tells the asset server to look in the right examples folder DefaultPlugins.set(AssetPlugin { file_path: "examples/asset/files".to_string(), ..Default::default() }), ) .add_systems(Startup, setup) .run(); } fn setup(mut commands: Commands, asset_server: Res) { // Without any .meta file specifying settings, the default sampler [ImagePlugin::default()] is used for loading images. // If you are using a very small image and rendering it larger like seen here, the default linear filtering will result in a blurry image. // Useful note: The default sampler specified by the ImagePlugin is *not* the same as the default implementation of sampler. This is why // everything uses linear by default but if you look at the default of sampler, it uses nearest. commands.spawn(SpriteBundle { texture: asset_server.load("bevy_pixel_dark.png"), sprite: Sprite { custom_size: Some(Vec2 { x: 160.0, y: 120.0 }), ..Default::default() }, transform: Transform::from_xyz(-100.0, 0.0, 0.0), ..Default::default() }); // When a .meta file is added with the same name as the asset and a '.meta' extension // you can (and must) specify all fields of the asset loader's settings for that // particular asset, in this case [ImageLoaderSettings]. Take a look at // examples/asset/files/bevy_pixel_dark_with_meta.png.meta // for the format and you'll notice, the only non-default option is setting Nearest // filtering. This tends to work much better for pixel art assets. // A good reference when filling this out is to check out [ImageLoaderSettings::default()] // and follow to the default implementation of each fields type. // https://docs.rs/bevy/latest/bevy/render/texture/struct.ImageLoaderSettings.html# commands.spawn(SpriteBundle { texture: asset_server.load("bevy_pixel_dark_with_meta.png"), sprite: Sprite { custom_size: Some(Vec2 { x: 160.0, y: 120.0 }), ..Default::default() }, transform: Transform::from_xyz(100.0, 0.0, 0.0), ..Default::default() }); // Another option is to use the AssetServers load_with_settings function. // With this you can specify the same settings upon loading your asset with a // couple of differences. A big one is that you aren't required to set *every* // setting, just modify the ones that you need. It works by passing in a function // (in this case an anonymous closure) that takes a reference to the settings type // that is then modified in the function. // Do note that if you want to load the same asset with different settings, the // settings changes from any loads after the first of the same asset will be ignored. // This is why this one loads a differently named copy of the asset instead of using // same one as without a .meta file. commands.spawn(SpriteBundle { texture: asset_server.load_with_settings( "bevy_pixel_dark_with_settings.png", |settings: &mut ImageLoaderSettings| { settings.sampler = ImageSampler::nearest(); }, ), sprite: Sprite { custom_size: Some(Vec2 { x: 160.0, y: 120.0 }), ..Default::default() }, transform: Transform::from_xyz(0.0, 150.0, 0.0), ..Default::default() }); commands.spawn(Camera2dBundle::default()); }