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# Objective - Sometimes, people might load an asset as one type, then use it with an `Asset`s for a different type. - See e.g. #4784. - This is especially likely with the Gltf types, since users may not have a clear conceptual model of what types the assets will be. - We had an instance of this ourselves, in the `scene_viewer` example ## Solution - Make `Assets::get` require a type safe handle. --- ## Changelog ### Changed - `Assets::<T>::get` and `Assets::<T>::get_mut` now require that the passed handles are `Handle<T>`, improving the type safety of handles. ### Added - `HandleUntyped::typed_weak`, a helper function for creating a weak typed version of an exisitng `HandleUntyped`. ## Migration Guide `Assets::<T>::get` and `Assets::<T>::get_mut` now require that the passed handles are `Handle<T>`, improving the type safety of handles. If you were previously passing in: - a `HandleId`, use `&Handle::weak(id)` instead, to create a weak handle. You may have been able to store a type safe `Handle` instead. - a `HandleUntyped`, use `&handle_untyped.typed_weak()` to create a weak handle of the specified type. This is most likely to be the useful when using [load_folder](https://docs.rs/bevy_asset/latest/bevy_asset/struct.AssetServer.html#method.load_folder) - a `Handle<U>` of of a different type, consider whether this is the correct handle type to store. If it is (i.e. the same handle id is used for multiple different Asset types) use `Handle::weak(handle.id)` to cast to a different type. |
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scene_viewer.rs |