bevy-inspector-egui
bevy-inspector-egui copied to clipboard
Inspector plugin for the bevy game engine
For example: ``` #[derive(Reflect, InspectorOptions] struct MyAbility { #[inspector(min = 0, max = 10)] max_charges: u8, #[inspector(min = 0, max = self.max_charges)] current_charges: u8, } ``` In the previous version...
For `InNewWindow` struct fields, the corresponding `WindowAttributes` declare an `inner_attributes` value that can be set to the attributes of `T`. However, there is no example for doing this when deriving...
I tried going through the crate, and even seen an older changelog entry where `read_only`(?) was added but I cannot figure out how to mark a field in a resource...
This is pretty much just #165, but for the `RangeInclusive` type. I tried adding the Plugin and tried registering the type explicitly, but neither worked.
https://github.com/jakobhellermann/bevy-inspector-egui/blob/12b932675be73baddf7b51d9da57f19ca136d60f/crates/bevy-inspector-egui/examples/integrations/egui_dock.rs#L123C1-L125C43 These are the options now:  is this how we should update code? : ```rust (KeyCode::KeyR, GizmoMode::RotateView), (KeyCode::KeyT, GizmoMode::TranslateView), (KeyCode::KeyS, GizmoMode::ScaleUniform), ``` But I don't see gizmos showing.
As per the title, I am receiving an AssetEvent::Modified{...} event on every frame when an asset is visible in the default inspector. This happens even though I am not modifying...
``` Caused by: In a RenderPass note: encoder = `main_opaque_pass_3d_command_encoder` In a set_viewport command Viewport has invalid rect Rect { x: 1501.0, y: 48.0, w: 5998.0, h: 7951.0 }; origin...
based off #188 we could prevent that doing a compile step for wasm in CI
Hi, thanks for this code, it is very useful. I use this crate like in the `egui_dock` example, but I would like to have a search/filter feature in the `hierarchy_ui`...