Bundled assets for Bevy
Features
- Uses assets from the local filesystem if present for easy development, falls
back to bundled assets only for those that aren't found locally.
- Provides an easy to use
inline_assets! macro for bundling assets (or the
API can be used directly instead).
Status
Works for the latest Bevy commit on GitHub as of 2020-11-02 (f81208ad); it
does not work with Bevy 0.2.1 from crates.io and it will likely need to be
updated as underlying APIs change at least until the next release of Bevy on
crates.io. See Bevy issue 606
and the linked PRs for discussion of native Bevy support for bundling assets.
Installation
cargo add bevy_prototype_inline_assets --git https://github.com/emosenkis/bevy_prototype_inline_assets --branch main
or, in your Cargo.toml:
bevy = { git = "https://github.com/bevyengine/bevy" }
bevy_prototype_inline_assets = { git = "https://github.com/emosenkis/bevy_prototype_inline_assets", branch = "main" }
Usage
use bevy::asset::{AssetPlugin, LoadState};
use bevy::prelude::*;
use bevy_prototype_inline_assets::{inline_assets, InlineAssets, InlineAssetsPlugin};
use std::collections::HashMap;
use std::path::Path;
fn main() {
let inline_assets = inline_assets![
"assets/image.png",
"assets/font.ttf",
"assets/audio.mp3",
...
];
App::build()
.add_resource(inline_assets)
.add_plugin_group_with(DefaultPlugins, |group| {
group.add_after::<AssetPlugin, _>(InlineAssetsPlugin)
})
.init_resource::<HashMap<&'static Path, HandleUntyped>>()
.add_startup_system(setup.system())
.add_system(spawn.system())
.run();
}
fn setup(
mut commands: Commands,
inline_assets: Res<InlineAssets>,
asset_server: Res<AssetServer>,
mut inline_asset_handles: ResMut<HashMap<&'static Path, HandleUntyped>>,
) {
*inline_asset_handles = inline_assets.load_all(asset_server);
}
fn spawn(
mut commands: Commands,
inline_asset_handles: Res<HashMap<&'static Path, HandleUntyped>>,
asset_server: Res<AssetServer>,
loaded: Local<bool>,
) {
if *loaded
|| asset_server.get_group_load_state(inline_asset_handles.values().map(|h| h.id))
!= LoadState::Loaded
{
return;
}
let handle =
inline_asset_handles.get(Path::new("assets/image.png")).unwrap().clone().typed();
...
}