asset_settings/
asset_settings.rs

1//! This example demonstrates the usage of '.meta' files and [`AssetServer::load_with_settings`] to override the default settings for loading an asset
2
3use bevy::{
4    image::{ImageLoaderSettings, ImageSampler},
5    prelude::*,
6};
7
8fn main() {
9    App::new()
10        .add_plugins(
11            // This just tells the asset server to look in the right examples folder
12            DefaultPlugins.set(AssetPlugin {
13                file_path: "examples/asset/files".to_string(),
14                ..Default::default()
15            }),
16        )
17        .add_systems(Startup, setup)
18        .run();
19}
20
21fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
22    // Without any .meta file specifying settings, the default sampler [ImagePlugin::default()] is used for loading images.
23    // If you are using a very small image and rendering it larger like seen here, the default linear filtering will result in a blurry image.
24    // Useful note: The default sampler specified by the ImagePlugin is *not* the same as the default implementation of sampler. This is why
25    // everything uses linear by default but if you look at the default of sampler, it uses nearest.
26    commands.spawn((
27        Sprite {
28            image: asset_server.load("bevy_pixel_dark.png"),
29            custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
30            ..Default::default()
31        },
32        Transform::from_xyz(-100.0, 0.0, 0.0),
33    ));
34
35    // When a .meta file is added with the same name as the asset and a '.meta' extension
36    // you can (and must) specify all fields of the asset loader's settings for that
37    // particular asset, in this case [ImageLoaderSettings]. Take a look at
38    // examples/asset/files/bevy_pixel_dark_with_meta.png.meta
39    // for the format and you'll notice, the only non-default option is setting Nearest
40    // filtering. This tends to work much better for pixel art assets.
41    // A good reference when filling this out is to check out [ImageLoaderSettings::default()]
42    // and follow to the default implementation of each fields type.
43    // https://docs.rs/bevy/latest/bevy/image/struct.ImageLoaderSettings.html
44    commands.spawn((
45        Sprite {
46            image: asset_server.load("bevy_pixel_dark_with_meta.png"),
47            custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
48            ..Default::default()
49        },
50        Transform::from_xyz(100.0, 0.0, 0.0),
51    ));
52
53    // Another option is to use the AssetServers load_with_settings function.
54    // With this you can specify the same settings upon loading your asset with a
55    // couple of differences. A big one is that you aren't required to set *every*
56    // setting, just modify the ones that you need. It works by passing in a function
57    // (in this case an anonymous closure) that takes a reference to the settings type
58    // that is then modified in the function.
59    // Do note that if you want to load the same asset with different settings, the
60    // settings changes from any loads after the first of the same asset will be ignored.
61    // This is why this one loads a differently named copy of the asset instead of using
62    // same one as without a .meta file.
63    commands.spawn((
64        Sprite {
65            image: asset_server.load_with_settings(
66                "bevy_pixel_dark_with_settings.png",
67                |settings: &mut ImageLoaderSettings| {
68                    settings.sampler = ImageSampler::nearest();
69                },
70            ),
71            custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
72            ..Default::default()
73        },
74        Transform::from_xyz(0.0, 150.0, 0.0),
75    ));
76
77    commands.spawn(Camera2d);
78}