Ben Frankel
Ben Frankel
I've edited the original comment with more context. ## Evaluating the options for `SystemSet` `FooSystems`: ``` + Parallels `Plugins` for `PluginGroup` + Unambiguous - Longest option (besides `SystemSet` as a...
I'm leaning `Set` for system sets, but it's not an obvious decision.
There seems to be some sentiment on Discord in favor of `Systems` for system sets (from cart, Jondolf, and mweatherley: [link](https://discord.com/channels/691052431525675048/692572690833473578/1310723231627346031)). I'm personally still on the fence but I think...
A Discord poll resulted in 26-1-27-3 votes for `FooSystems` vs `FooSystem` vs `FooSet` vs `Foo`.
> Games or apps should pretty much never hardcode a resolution and they should adapt their game to work at any aspect ratio and resolution. FWIW, a lot of games...
> IIRC it does traverse depth-first, but if a requirement with a higher precedence (lower depth) is found, it overwrites From @Jondolf on Discord. The updated docs doesn't mention this,...
`bevy_render::camera::ScalingMode` and `bevy_sprite::ScalingMode` (the latter also happens to be in the prelude).
You can check out how the derive macro in `pyri_state` works for reference: https://github.com/benfrankel/pyri_state/blob/main/derive/src/lib.rs (namely `fn derive_state` and `fn parse_state_attrs`).
Some preliminary questions: 1. Is the `ComputedStates` trait still needed after this change? 2. Could this approach be applied for `SubStates` as well?
I'm in favor of this feature (in fact I support the same thing in my own states crate). However, my preferred implementation would require some bigger changes to `bevy_state`. There's...