Struct bevy_inspector_egui::quick::AssetInspectorPlugin
source · pub struct AssetInspectorPlugin<A>(_);
Expand description
Plugin displaying an egui window for all assets of type A
.
Remember to call App::register_asset_reflect
.
use bevy::prelude::*;
use bevy_inspector_egui::quick::AssetInspectorPlugin;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(AssetInspectorPlugin::<StandardMaterial>::default())
.run();
}
Implementations§
source§impl<A> AssetInspectorPlugin<A>
impl<A> AssetInspectorPlugin<A>
Trait Implementations§
source§impl<A> Default for AssetInspectorPlugin<A>
impl<A> Default for AssetInspectorPlugin<A>
Auto Trait Implementations§
impl<A> RefUnwindSafe for AssetInspectorPlugin<A>
impl<A> Send for AssetInspectorPlugin<A>
impl<A> Sync for AssetInspectorPlugin<A>
impl<A> Unpin for AssetInspectorPlugin<A>
impl<A> UnwindSafe for AssetInspectorPlugin<A>
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
[ShaderType
] for self
. When used in AsBindGroup
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T: Any,
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