bevy-inspector-egui
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Inspector plugin for the bevy game engine
Hi, first of all, amazing crate! I was wondering if there is a way to add a slider. Similar to the Vec2 visual, but in a single dimension. My scenario...
Hi! I have a player component with a direction and is_moving properties: ```Rust #[derive(Component)] pub struct Player { direction: Direction, is_moving: bool, } enum Direction { Up, Down, Left, Right,...
Just what the title says :) Removes duplicate versions of `bevy_egui` for projects also using an up-to-date `bevy_egui` in their own systems.
I missed this in my other PR: https://github.com/jakobhellermann/bevy-inspector-egui/pull/172 I came across it in custom relations where the entity ID is still missing.
I think it would be really useful to have searching by default in the `WorldInspectorPlugin` plugin. I've made a small demonstration of how it could work (it currently only searches...
Is there a build in way to check if a resource was modified or do I have to manually have `prev_value` and check against that?
I am using the `WorldInspectorPlugin` like this: ```rust #[cfg(debug_assertions)] app.add_plugins(WorldInspectorPlugin::new()); ``` Started seeing these errors:  Could this be related to my code? Edit: using `bevy-inspector-egui = "0.21"`
Hello! Rust/bevy newbie here. Using the latest versions of `rustc` (1.74.1), `bevy` (0.12.1), `bevy_egui` (0.24) and `bevy-inspector-egui` (0.21) causes a panic with this code: ``` App::new() .add_plugins(DefaultPlugins) .add_plugins(EguiPlugin) .add_plugins(WorldInspectorPlugin::new()) .run();...
The new plugin is based on `WorldInspectorPlugin`, except that it show entities of the render world. These entities are cleared at the end of each frame, what is shown is...