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::new() .add_plugins(DefaultPlugins) .add_startup_system(setup) .add_system(rotator_system) .add_system(camera_order_color_system) .run(); } #[derive(Component)] struct Rotator; /// rotates the parent, which will result in the child also rotating fn rotator_system(time: Res