bevy/examples/asset/hot_asset_reloading.rs
Jacques Schutte 857fb9c724
Remove monkey.gltf (#9974)
# Objective

- Fixes #9967

## Solution

- Remove `monkey.gltf`
- Added `torus.gltf`, which is two torus meshes joined together, to
replace `monkey.gltf` in the examples

## Examples

I made `torus.gltf` mainly so that the multiple_windows example clearly
shows the different camera angles

### asset_loading

![image](https://github.com/bevyengine/bevy/assets/425184/0ee51013-973d-4b23-9aa6-d254fecde7f1)

### hot_asset_reloading

![image](https://github.com/bevyengine/bevy/assets/425184/b2a2b1d8-167e-478b-b954-756ca0bbe469)

### multiple_windows:

![image](https://github.com/bevyengine/bevy/assets/425184/cb23de2c-9ff8-4843-a5c0-981e4d29ae49)

![image](https://github.com/bevyengine/bevy/assets/425184/b00bc2c7-66e8-4881-8fab-08269e223961)
2023-09-30 02:50:31 +00:00

36 lines
1.2 KiB
Rust

//! Hot reloading allows you to modify assets files to be immediately reloaded while your game is
//! running. This lets you immediately see the results of your changes without restarting the game.
//! This example illustrates hot reloading mesh changes.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(AssetPlugin::default().watch_for_changes()))
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Load our mesh:
let scene_handle = asset_server.load("models/torus/torus.gltf#Scene0");
// Any changes to the mesh will be reloaded automatically! Try making a change to torus.gltf.
// You should see the changes immediately show up in your app.
// mesh
commands.spawn(SceneBundle {
scene: scene_handle,
..default()
});
// light
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(2.0, 2.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}