3 releases
| 0.1.2 | Oct 5, 2022 |
|---|---|
| 0.1.1 | Oct 5, 2022 |
| 0.1.0 | Oct 5, 2022 |
#90 in #sprite
190KB
142 lines
bevy_independent_transform
Entities with an IndependentTransform have a position relative to their parent, but aren't part of the Bevy Transform hierarchy.
With Transform :

With IndependentTransform:

Supports Bevy 0.8
Setup
Add the dependency to your Cargo.toml
bevy_independent_transform = "0.1"
and the plugin to your App
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(IndependentTransformPlugin)
// .. rest of App
run()
}
Usage
IndependentTransform is a newtype wrapping Transform.
Like Transform, an entity with a IndependentTransform should also have a GlobalTransform.
You can insert an IndependentTransform component directly, or spawn one of the bundles included with this crate:
IndependentSpriteBundleIndependentSpriteSheetBundleIndependentText2dBundleIndependentTransformBundle
If an entity has both IndependentTransform and Transform components, the IndependentTransform component will be ignored.
Examples
cargo run --example text
cargo run --example sprites
Notes
For an alternative that respects the Bevy transform hierarchy, see my other crate at
https://github.com/ickshonpe/bevy_fixed_sprites
The approach here seems better for text and game icons, and bevy_fixed_sprites is probably better for sprites representing game characters and objects.
I'm not sure how to combine both methods. Maybe it's not possible without introducing a lot of complexity and extra components, and/or replacing Bevy's transform_propagate_system system
entirely. Haven't really thought about it much though.
Dependencies
~60MB
~1M SLoC