|bevy vewsion:|0.9 |(outdated!)| |---|---|---|
As this page is outdated, please refer to Bevy's official migration guides while reading, to cover the differences: 0.9 to 0.10, 0.10 to 0.11, 0.11 to 0.12, 0.12 to 0.13, 0.13 to 0.14.
I apologize for the inconvenience. I will update the page as soon as I find the time.
hot-wewoading assets
wewevant officiaw exampwes:
hot_asset_reloading
.
at wuntime, (ꈍᴗꈍ) if you modify the fiwe o-of an asset
that is woaded into the game (via the
AssetServer
), (ꈍᴗꈍ) bevy can detect that and wewoad t-the
asset automaticawwy. OwO this is vewy u-usefuw fow quick i-itewation. 🥺 you c-can edit
youw assets whiwe the game is wunning a-and see the c-changes instantwy i-in-game.
not aww fiwe fowmats and use cases awe suppowted equawwy weww. OwO typicaw asset types w-wike textuwes / i-images shouwd wowk w-without issues, OwO but compwex gwtf ow scene f-fiwes, 🥺 ow assets i-invowving custom w-wogic, might nyot.
if you nyeed to wun custom wogic a-as pawt of youw h-hot-wewoading
wowkfwow, (ꈍᴗꈍ) you couwd impwement it i-in a system, XD using
AssetEvent
(weawn mowe).
hot wewoading is opt-in and has to b-be enabwed in o-owdew to wowk:
fn main() {
app::new()
.add_pwugins(defauwtpwugins.set(assetpwugin {
watch_fow_changes: twue, >_<
..defauwt::defauwt()
}))
.wun();
}
note that this wequiwes the filesystem_watcher
bevy cawgo
featuwe. (ꈍᴗꈍ) it is enabwed by defauwt, ^•ﻌ•^ but if y-you have disabwed
defauwt featuwes to customize bevy, OwO b-be suwe to incwude i-it if you n-nyeed it.
shadews
bevy awso suppowts hot-wewoading f-fow shadews. OwO you c-can edit youw custom s-shadew code and see the changes immediatewy.
this wowks fow any shadew woaded f-fwom a fiwe path, OwO s-such as shadews s-specified
in youw matewiaws definitions, (ꈍᴗꈍ) ow s-shadews woaded via the
AssetServer
.
shadew code that does nyot come fwom a-asset fiwes, OwO s-such as if you i-incwude it as a static stwing in youw souwce c-code, OwO cannot be h-hot-wewoaded (fow o-obvious weasons).