7 releases (4 breaking)
0.5.0 | Apr 17, 2022 |
---|---|
0.4.1 | Feb 17, 2022 |
0.3.0 | Feb 7, 2022 |
0.2.0 | Jan 17, 2022 |
0.1.2 | Jan 16, 2022 |
#1781 in Game dev
38KB
669 lines
Bevy-Embasset
Embed your asset folder inside your binary.
bevy-embasset
adds support for loading assets embedded into the binary.
Furthermore, it can optionally try to load assets via the default AssetPlugin
first, thereby allowing the embedded assets to be used as fallbacks in case of problems.
As icing on the cake, bevy-embasset
allows to register multiple other
AssetServer
's, that will be used for asset paths beginning with
specific configurable strings. This can be used to have some assets load from e.g. a web-service,
while others are loaded from disk or embedded in the binary. It can also be used to e.g. build
1 or more sub-crates each using EmbassetIo
and holding a set of assets - thereby
saving compile-time as the assets don't have to be compiled every time (An example of this, can be found in the
game bevoids
).
Usage
Recommended
An easy way of adding an enum with some assets, an AssetIo
handling those assets, and adding the
EmbassetIo
that can handle all the loading/routing is:
use bevy::{prelude::*, asset::AssetPlugin};
use bevy_embasset::{EmbassetPlugin, embasset_assets};
embasset_assets!(
pub enum GameAssets {
#[doc = "It's possible to document each enum variant"]
Icon = "icon.png",
BackgroundMusic = "sounds/bg.wav"
},
pub struct GameAssetsIo {
root = "../assets/"
}
);
fn main() {
App::new().add_plugins_with(DefaultPlugins, |group| {
group.add_before::<AssetPlugin, _>(EmbassetPlugin::new(|io| {
io.add_handler(GameAssetsIo::new().into());
}))
});
}
Note, in the above example, GameAssets
and GameAssetsIo
(defined by the macro) can be moved to a
separate crate - saving compile time.
The defined GameAssets
implements several useful standard traits: Eq
, Ord
, Hash
, Copy
.
It can be iterated over by invoking GameAssets::iter()
, and the number of assets is available in
GameAssets::COUNT
.
The path needed to load an asset through the added EmbassetPlugin
is retrieved using e.g.
GameAssets::Icon.path()
:
fn some_asset_loading_system(asset_server: &AssetServer) {
let icon : Handle<Image> = asset_server.load(GameAssets::Icon.path());
}
Using build.rs
, no identifying enum
use bevy::{prelude::*, asset::AssetPlugin};
use bevy_embasset::AddEmbassetPlugin;
```rust
use bevy::{prelude::*, asset::AssetPlugin};
use bevy_embasset::EmbassetPlugin;
fn main() {
App::new().add_plugins_with(DefaultPlugins, |group| {
group.add_before::<AssetPlugin, _>(EmbassetPlugin::new(add_embasset_assets))
});
}
Generate the add_embasset_assets
function from a build script (build.rs
):
use std::{env, path::Path};
fn main() {
// Do this to include all files in the asset folder:
bevy_embasset::include_all_assets(
&Path::new(&env::var("CARGO_MANIFEST_DIR").unwrap()).join("assets"),
);
}
and included it in the source:
include!(concat!(env!("OUT_DIR"), "/add_embasset_assets.rs"));
For the build script, the feature build
needs to be enabled in Cargo.toml
:
[build-dependencies]
bevy-embasset = { version = "*", features = ["build"] }
Bevy Compatibility
bevy-embasset | Bevy |
---|---|
main | 0.6 |
Dependencies
~17–34MB
~533K SLoC