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Bevy Scripting Plugin

Results 75 bevy_mod_scripting issues
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Some use cases don't require separating contexts for each different script, this approach can also be more performant but brings a little housekeeping. It would be good to have a...

There is a large family of languages that transpile to Lua, Teal and Fennel being some of them. Right now supporting a new transpiled language still likely requires creating a...

I am experimenting with bevy_mod_scripting, sorry for any confusion. I want to display Text purely in Lua. Here's the code so far ``` --[[ "convenience to add a component by...

enhancement

Ideally we could have a unified documentation data definition language, which would describe the provided API for a provider. We could then have different frontends which interpret that data for...

enhancement

I tried doing this myself. At first it didn't seem like it would be much work. However, once I got to the autogenerated code, I got lost. Is there any...

Love this project. Using it to make a [little game programming environment](https://github.com/shanecelis/nano-9) for my eight year old. In this PR I merely closed the loop to ensure either a ScriptLoadedEvent...

Example lead to 404, this fixes that

Hey, I want to have some events that have no arguments and others that have other arguments. Right now my approach is this: `rust app.add_plugins(ScriptingPlugin) .add_systems(Update, run_scripts) .add_systems(Update, (do_update, load_scripts,...

# Summary This introduces Bevy 0.16 compatibility. We should probably in a follow up move to the bevy::platform::collections instead of using std to try and align as closely as possible...