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https://github.com/bevyengine/bevy
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# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
14 lines
365 B
Rust
14 lines
365 B
Rust
//! Create an application without winit (runs single time, no event loop).
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use bevy::{prelude::*, winit::WinitPlugin};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.build().disable::<WinitPlugin>())
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.add_systems(Update, setup_system)
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.run();
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}
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fn setup_system(mut commands: Commands) {
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commands.spawn(Camera3d::default());
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}
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