bevy_mod_scripting
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Bevy Scripting Plugin
I would like to implement a ScriptHost for Gluon. Is there any contributing rules or conventions that I should be aware of? ### Some information about Gluon: Gluon is a...
Tealr now supports custom templating in documentation generation. With that newfound power we should upgrade the template
Fixes https://github.com/makspll/bevy_mod_scripting/issues/108
I'm trying to create a lua function that takes an entity as argument to perform actions on it from rust. However, the compiler complains that the `Entity` type doesn't implement...
Adds on to #118, illustrating how to use the dynamic queries added in that PR Otherwise it would probably be lost to history 😛
Currently the Bevy API is generated mostly with the help of meta-programming, it would be better to have a smart trait system and smaller macros. We could create a UserDataMethodsExt...
Adding a WebAssembly interpreter, that supports the [component model](https://component-model.bytecodealliance.org/), for example the reference implementation [wasmtime](https://github.com/bytecodealliance/wasmtime/tree/main) as a script host will allow using a bunch of languages for scripting (currently JavaScript,...
Hello, I would like to use bevy `0.13.2`, is there a reason why bevy is hard-locked to `0.13.1` ? Thanks,
### Some code improvements - Fix crate keywords. - Order features and dependencies. - Add _rune_script_api_ and _bevy_mod_scripting_rune_derive_. - Fixes some comments
As the title says, when altering the world from the world pointer you can get from the context argument in the raw method, it yields a panic ```rust #[derive(Resource, Reflect,...