Blender_bevy_components_workflow
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Bevy Code & Blender addon for a simple workflow to add & edit Bevy components in Blender
fixes #167 fixes #131 closes #37 closes #175 closes #177 fixes #178 fixes #180 fixes #145 closes #140 fixes #179 fixes #176 fixes #166 closes #152
Don't know if this is out of scope for this project, but while integrating i've found that Custom Properties are only imported on an object level, it doesn't appear it's...
# Steps to reproduce 1. define a component with tuple struct ```rust #[derive(Component, Reflect, Default, Debug)] #[reflect(Component)] pub struct SpawnPoint(u8); ``` 2. default setup for this workflow (i use [this...
* [x] remove legacy mode from both ```bevy_gltf_components``` & ```bevy_components``` * [x] "fix"/handle #133
Please add the mesh data to the first parent component in blender or change the blender plugin to allow not dealing with what's shown in the first picture because otherwise...
I've been encountering a weird issue where at certain camera angles portions of the mesh of a blueprinted entity are culled.  Enabling AABB gizmos shows a bunch of...
After weeks of experimenting, trying to find workaround for the numerous limitations & issues, I have come to the conclusion that using depsgraph updates to track object changes is too...
Up until now, change detection was * disabled before an export (so that all the changes we make are not registered) * enabled again **with a one second timer after...
Hashmaps are not being displayed correctly / non editable in Bevy_gltf_components