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In order to support bevy_scene or any other reflection-enabled save/load system for Bevy, you will need to derive Reflect on every Resource and Component that should be saved to disk.
This also allows real-time inspection with a tool like bevy-inspector-egui.
Any Components or Resources containing Entities should also implement MapEntities in order to properly handle unstable entity IDs.
I can put together a PR if you tell me which types should be included.
The text was updated successfully, but these errors were encountered:
Thanks for reminding me about that! But I am not quite familiar with bevy_scene and the MapEntities and I'm afraid I can't handle them well, so please send a PR if you are willing to! I think these components will need it:
Tilemap Edit 2023.12.17: These three type does not contain entities.
PathTilemap
Tile
AnimatedTile
(Hope I haven't miss any component)
These types will stay in scene as long as the game is running. I'm not quite sure if the components that will only exist temporarily in the scene need to be included. You can search Components in src/ and enable match case. Those I didn't mention above is components that will only exist temporarily.
And as bevy_scene can save tilemaps, I'm wondering if the save&load module in this crate is still necessary?
In order to support
bevy_scene
or any other reflection-enabled save/load system for Bevy, you will need to derive Reflect on every Resource and Component that should be saved to disk.This also allows real-time inspection with a tool like
bevy-inspector-egui
.Any Components or Resources containing Entities should also implement MapEntities in order to properly handle unstable entity IDs.
I can put together a PR if you tell me which types should be included.
The text was updated successfully, but these errors were encountered: