Jakob Hellermann
                                            Jakob Hellermann
                                        
                                    bevy-inspector-egui should work with regular bevy change detection, so checking `Res.is_changed()` should work [cheatbook](https://bevy-cheatbook.github.io/programming/change-detection.html#resources).
The only thing in `bevy-inspector-egui` that depends on the primary window are the `quick` plugins, which are just ~10 lines of code each. You can copy them and tweak them...
If this use case comes up a lot and can be integrated into the quick plugins without sacrificing usability in the common case I'll consider adding that as a feature
 As far as I know, the only crate that can actually be a bottleneck is `bevy_pbr`, which is already optional. `bevy_render -> bevy_egui -> bevy_inspector_egui` is a dependency chain...
What I *could* do, is not depend on `bevy_pbr`. Instead of accessing e.g. `bevy_pbr::AmbientLight` by type id to insert the options, I would need to do a more fragile type...
I'm open to making every crate optional that can be entirely removed from the dependency tree (so making bevy_asset optional wouldn't make sense).
feel free to open a PR, I'm just not sure what the best way with leafwig input manager is to specify arbitrary conditions like these https://github.com/jakobhellermann/bevy_editor_pls/blob/624a08caa04a43aad2f9b8b06e02e844ca7ed90d/crates/bevy_editor_pls/src/controls.rs#L16-L21C2
- [x] creating new values - [ ] dealing with enums
I'm ticking off "creating new values" because `Value.create(Type)` now exists.
I don't think this is in my control as I just serialize the whole world and display any errors coming from the serialization: https://github.com/jakobhellermann/bevy_editor_pls/blob/54dad093ee60d9d900447f4620605dbbfc7e77c2/crates/bevy_editor_pls_default_windows/src/scenes.rs#L59-L61 If you want to be able...