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docs: rewrite scene loading example documentation for clarity and depth #17434
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This commit overhauls the documentation in the Bevy scene loading example. It adds thorough explanatory comments to guide new Rust and Bevy developers. The rewritten docs clarify how to: - Register types for reflection, enabling serialization and dynamic property access - Skip serializing certain fields with `#[reflect(skip_serializing)]` - Use `FromWorld` for components that require runtime initialization - Store and serialize `Resources` in scene files - Load scenes using a `DynamicSceneRoot` and handle updates in a system - Serialize a brand-new scene to a separate file asynchronously using `IoTaskPool` These additions aim to provide a clear, step-by-step reference that demonstrates how to implement a scene-based workflow, making it easier for beginners and experienced developers alike to use Bevy’s scene system effectively.
Welcome, new contributor! Please make sure you've read our contributing guide and we look forward to reviewing your pull request shortly ✨ |
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Good job!
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This is really nice: this example has long been neglected, and the clear, detailed explanations that you've added here are incredibly helpful. Thanks for doing this!
I've cleaned up a couple of things (extra template text in your PR description, the initial headers), but I'm going to merge this now.
This commit overhauls the documentation in the Bevy scene loading example. It adds thorough explanatory comments to guide new Rust and Bevy developers. The rewritten docs clarify how to:
#[reflect(skip_serializing)]
FromWorld
for components that require runtime initializationResources
in scene filesDynamicSceneRoot
and handle updates in a systemIoTaskPool
These additions aim to provide a clear, step-by-step reference that demonstrates how to implement a scene-based workflow, making it easier for beginners and experienced developers alike to use Bevy’s scene system effectively.