bevy_editor_pls
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In-App editor tools for bevy applications
``` Updating crates.io index Updating git repository `https://github.com/obsgolem/bevy_mod_raycast` error: failed to select a version for `web-sys`. ... required by package `wgpu v0.12.0` ... which satisfies dependency `wgpu = "^0.12.0"` of...
It is nice for the debug picking, but might be nice to only have it run when your are in the editor window? I talked with aevyrie about it a...
**Overview:** Enabling the editor plugin prevents the bevy window from being resized, regardless of the `resizable` flag on the window. **Version Info:** [email protected] bevy_editor_pls@63872f9d0ecbe94be1a3ebe4087797154f3bb00e rustc: 1.61.2 Architecure: x86_64 OS: Windows...
``` #[derive(Component, Inspectable, Debug)] pub struct Behavior { actor: Entity, state: BehaviorState, } #[derive(Inspectable, PartialEq, Eq, Debug)] pub enum BehaviorState { Inactive, Running, Succeeded, Failed, } ``` When I try...
Similar to other game engines, it would be nice if there was the ability to either split the existing window or change it between the "Scene" camera and the "Game"...
Might be interesting to use https://docs.rs/egui/0.18.1/egui/struct.Memory.html to make the set up of the editor be persistent across restarts of the game. I'll look a bit more into this, but just...
Apps with more than hundred thousand entities make ui unusable and consume so much memory. I did encounter this with both my own tile map implementation and [bevy_ecs_tilemap](https://github.com/StarArawn/bevy_ecs_tilemap). This can...
Is there a reason this was not done yet? The crate is definitely usable enough :)
I think that the editor being able to manipulate the components of entities- and display all available ones- is a vital feature which is missing currently. I'd be happy to...
https://github.com/Adanos020/egui_dock