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A-ECSEntities, components, systems, and eventsEntities, components, systems, and eventsA-ScenesSerialized ECS data stored on the diskSerialized ECS data stored on the diskC-FeatureA new feature, making something new possibleA new feature, making something new possibleD-ComplexQuite challenging from either a design or technical perspective. Ask for help!Quite challenging from either a design or technical perspective. Ask for help!S-Needs-Design-DocThis issue or PR is particularly complex, and needs an approved design doc before it can be mergedThis issue or PR is particularly complex, and needs an approved design doc before it can be merged
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What problem does this solve or what need does it fill?
It's just a syntax sugar for better entity code organization
What solution would you like?
#[derive(Bundle)]
pub struct PlayerBundle {
player: Player,
movement: Movement,
transform: Transform,
global_transform: GlobalTransform,
#[child]
sprite: SpriteSheetBundle,
}What alternative(s) have you considered?
I can already spawn two entities and parent them together, but I would be easier to spawn an entity and alto spawn it's children.
musjj, SIGSTACKFAULT, AlexAegis, mrchantey, TheNullicorn and 2 more
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A-ECSEntities, components, systems, and eventsEntities, components, systems, and eventsA-ScenesSerialized ECS data stored on the diskSerialized ECS data stored on the diskC-FeatureA new feature, making something new possibleA new feature, making something new possibleD-ComplexQuite challenging from either a design or technical perspective. Ask for help!Quite challenging from either a design or technical perspective. Ask for help!S-Needs-Design-DocThis issue or PR is particularly complex, and needs an approved design doc before it can be mergedThis issue or PR is particularly complex, and needs an approved design doc before it can be merged