-
Notifications
You must be signed in to change notification settings - Fork 50
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Update to Bevy 0.15 #317
Comments
Hi, thanks for the feedback and issue. About version 0.15, we have been incorporating space editor ideas into the bevy editor stream. So we can replace egui with bevy_ui. So o our main focus has been on the tooling of what is to come. About the new components in VR Camera, this is due to the way we implemented components relations for space editor, but this has drastically changed in 0.15, required components. If you are able to create a PR with changes we can help you get to 0.15, but as of now I (Naomi) am not able to work on the update. |
All good I'm around 80% done porting to something that will compile. Will it be buggy, yes lol (: but I'll create the pull when it's ready. |
We usually don't release it right away, but we create a release branch and test it a bit |
I will update the editor as long as there are people interested in using it. If you don't mind, I'll join the PR development when you publish it. |
Alrighty I think I have pushed it as far as I can. I have commented out a lot of stuff so it would be useful to look at where I commented stuff out. Its compiling but no ui shows up, there's definitely a bit to change. |
If you guys want I can review next weekend. I'm currently on vacation 🏝️🏖️ |
In my experience space editor has offered the best experience editing with bevy so I guess we gotta update to 0.15 now.
There are a lot of new changes like required components and whatnot, so is there any major changes space editor should undergo to work with the new ecosystem better?
I'll let yall know how my test upgrade to 0.15 goes.
Another note about space editor: when I tried to use bevy_oxr and space editor together they were almost working flawless. However, space editor would add some components to every entity, and these would attach to my vr cameras and break the vr. I was very close to getting the editor seamlessly working with vr. I have egui working in worldspace too, so space editor should take every egui tab and separate out the logic a little more so that we can render an egui tab to multiple screens. This will let me make worldspace widgets to use space editor while literally in vr, which would be revolutionary.
Thanks for listening!
The text was updated successfully, but these errors were encountered: