Jerome Humbert
Jerome Humbert
Ah good to know, I didn't know about the resource vs. component distinction. Maybe it's worth calling out in the README, where `InspectorPlugin` is immediately pointed in the Usage section...
Yes, I'm waiting for `bevy_inspector_egui` to be available for 0.8, which the examples depend on. The maintainer told me this should be available soon. Once it's available there will be...
Blocked on jakobhellermann/bevy-inspector-egui#75
Yes I've started porting, although `bevy_hanabi` is heavy on rendering integration and that part changed quite a bit in Bevy 0.8 so I'll do my best but that might take...
Update: I think I have a working version. It has a couple of dirty hacks I'd like to remove, and I only tested 2 examples so far, but things seem...
Support added, and just published v0.3.0 with it.
Yes @StarArawn is absolutely right, we're not setting the Z value. The issue is, I'm not sure which value makes sense here. We're making a single draw call for the...
Note: > the particles appear randomly below or in front of any of the sprites or tiles from bevy_ecs_tilemap. I don't think they appear "randomly"; I think the particles appear...
I _think_ that with the recent Bevy camera rework we should be able to detect the camera type, and for 2D cameras (the only case this makes sense) allow the...
This should be fixed now, with one global per-asset value, and one optional per-instance value allowing to override the asset value. I tested only against a simple `MaterialMesh2dBundle` but I...