Ben Frankel
Ben Frankel
There's also the prelude issue. For example, the `bevy_state` prelude brings an extension trait into scope that adds `app.init_state` etc., so if the `bevy_state` alternative does the same for its...
> We could of course have `bevy_asset_loader` add the states plugin internally, but as far as I know this is not standard in the ecosystem. `bevy_asset_loader` could check if the...
I've fixed this [in a fork](https://github.com/benfrankel/bevy_asset_loader/tree/direct-depend) so that I can use `bevy_asset_loader` + `pyri_state` in the upcoming game jam. ```toml [patch.crates-io] bevy_asset_loader = { git = "https://github.com/benfrankel/bevy_asset_loader.git", branch = "direct-depend"...
Merged up to Bevy 0.16.
Great, I'll make a new PR from scratch and then I'll close this one. I must have messed something up with git pull / merge over time.
Closing in favor of https://github.com/NiklasEi/bevy_asset_loader/pull/256.
My take: > Run conditions are good for composition. You write a run condition once and then you can apply it to whatever system you want. But not to observers...
I do think that systems not running if one of their required resources doesn't exist would be a good thing btw, I've brought it up before: https://github.com/bevyengine/bevy/issues/12660#issuecomment-2016641765.
In support of what's already been said, I think this is clearly a bevy bug. It causes sporadic hard-to-debug crashes for _correct user logic_ like despawning an entity when its...
There's a `commands.run_system_cached` as well.