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These are needed to implement customized script loading and was needed in my game.

Opening this issue to continue the discussion about the lifetime of refs [here](https://github.com/jakobhellermann/bevy_mod_js_scripting/pull/11#issuecomment-1216764108). In summary, on native, we can hook into the finalization to clean up our references on the...

It should be possible for us to export TypeScript definitions for all of the types that we can find in the Bevy type registry. That would allow us to give...

It could be nice to provide bindings to `glam` so that we would get the same math API even in scripts.

I just realized for my game there are some custom stages that I need to be able to run script logic in specifically. We should allow the user to insert...

It could be pretty handy to be able to load modules, but it's not necessarily simple to implement. Opening this issue as sort of a discussion placeholder and tracking issue...

Currently it's a little bit wordy to get component IDs: ```ts let ballId = world.components.find(info => info.name == "breakout::Ball").id; ``` It would be cool if we could leverage a JS...

I've just gotten this integrated with the game I'm working on and I have to say this is really great work, thanks! In the game I'm working on, first-class support...

Here are some things we need to figure out how to expose to JavaScript on `JsValueRef`s. Creating a list so I don't forget. - [ ] Indexing into maps -...

It seems now with `bevy_reflect` we are here for scripting in bevy, finally! Currently I am on a project that requires a dynamic updateable ECS support, and I am doing...