bevy_editor_pls
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In-App editor tools for bevy applications
# System configuration **OS**: Windows 11 **Bevy**: 0.10.1 (from crates.io) `Display resolution`: `1920 x 1080` `rustc --version`: `rustc 1.68.2 (9eb3afe9e 2023-03-27)` `rustup default`: `stable-x86_64-pc-windows-msvc` bevy startup output: ``` 2023-04-16T13:03:12.341333Z INFO...
If i use `EditorPlugin::new().on_second_monitor_fullscreen()` or `EditorPlugin::new().in_new_window()` then closing the primary window does not cause the app to shut down. I don't know if this was intentional or not, but i...
This would make #62 trivial to implement. If I get your okay @jakobhellermann, I can setup a PR for this.
This would make the editor camera keyboard layout independent. This is especially important for e.g. French users. Or me, since I'm using Workman :) Keep in mind that ScanCodes are...
It would be great if the hierarchy could be filtered with entities which have a specific component. Especially helpful if a large amount of entities are in the world.
If you need a file dialog for scene import (and other assets), you can find one here: https://github.com/Barugon/egui_file
Not sure if this issue is related to bevy_editor_pls itself, to bevy-inspector-egui or maybe I'm doing something wrong. The issue is that as soon as I'm trying to expand one...
when saving a scene it fails because "Type 'core::option::Option' did not register ReflectSerialize. this feels like it should no prevent the saving a scene and just skip the missing types
is it possible to have some windows opened on startup?
I have a game that has a single 3d camera, a 3d scene, and also ui nodes. Without using bevy_editor_pls the ui overlays over the 3d scene. If EditorPlugin::default() is...