GitGhillie

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It does not, but it's quite the footgun imo

> Have you tried to reproduce this without bevy_asset_loader? Haven't tried to reproduce without yet (I did try some things but I've never looked into assets before so it will...

For example, if I try `scene_handles.handle_a = asset_server.load("A.glb");` and then try to spawn it: ```rust #[derive(Resource, Default)] struct SceneHandles { handle_a: Handle, handle_b: Handle, } ... commands.spawn(( Name::from("Scene A"), SceneBundle...

Interesting (TIL about `cargo expand`). So you are loading it twice (once untyped in `load` and once normally in `create`)? I would've expected it to get the handle in `create`...

I was able to repro without bevy_asset_loader: https://github.com/bevyengine/bevy/issues/11509 In the meantime I think we should be able to come up with a workaround

Thanks, that makes sense. >The "workaround" would be to use the #Scene0 label in my opinion. Is there a reason you do not use it? I used to but since...

Closing as it's not a bevy_asset_loader issue

Looks like this might be a duplicate of https://github.com/bevyengine/bevy/issues/13086, maybe someone with more knowledge on the topic can confirm

I took a closer look using your branch and it works! Thank you for chasing this down

It would be nice if AnimationPlayer had a `scene_root: Entity` field so the user wouldn't have to iterate through the hierarchy themselves. Or Bevy could spawn a new component next...