Skip to content
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

Add docs to bevy_gltf about loading parts of a Gltf asset #13548

Merged
merged 10 commits into from
May 28, 2024

Conversation

IceSentry
Copy link
Contributor

Objective

  • The Gltf loader has a ton of features to load parts of an asset that are essentially undocumented.

Solution

  • Add some docs to explain some of those features
  • The docs is definitely inspired by the bevy cheatbook page on the subject but it goes in a lot less details

@IceSentry IceSentry added C-Docs An addition or correction to our documentation S-Needs-Review Needs reviewer attention (from anyone!) to move forward A-Assets Load files from disk to use for things like images, models, and sounds FAQ Frequently Asked Question. Enough users ask this question that we boost its prominince. and removed FAQ Frequently Asked Question. Enough users ask this question that we boost its prominince. labels May 27, 2024
@mockersf
Copy link
Member

unless speaking of rust code, it should be "glTF"

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
@IceSentry
Copy link
Contributor Author

it should be "glTF"

done

@torsteingrindvik
Copy link
Contributor

#1802

I was wondering if importing lights and cameras is supported in Bevy, found this issue.
I see cameras is crossed out so that should be supported, but to my knowledge isn't documented how to do it.

If not noted in this PR then perhaps it should be in another.

@IceSentry
Copy link
Contributor Author

I know importing camera works, but I'm not sure how to access them through the gltf loader. That can be added later on though. At least now we'll have some basic docs that can be improved with time.

Co-authored-by: François Mockers <francois.mockers@vleue.com>
@IceSentry
Copy link
Contributor Author

Sorry @mockersf I should have copied what you said instead of doing it manually and copy the error everywhere 😅. Anyway, I merged all your suggestions so should be good now

@mockersf
Copy link
Member

Sorry @mockersf I should have copied what you said instead of doing it manually and copy the error everywhere 😅. Anyway, I merged all your suggestions so should be good now

❤️

I know importing camera works, but I'm not sure how to access them through the gltf loader. That can be added later on though. At least now we'll have some basic docs that can be improved with time.

you can't, a camera is not an asset but a list of components... they are available only through the full scene

Co-authored-by: François Mockers <francois.mockers@vleue.com>
@IceSentry IceSentry added the S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it label May 28, 2024
@alice-i-cecile alice-i-cecile added this pull request to the merge queue May 28, 2024
Merged via the queue into bevyengine:main with commit 29d6575 May 28, 2024
28 checks passed
@IceSentry IceSentry deleted the gltf-load-doc branch May 30, 2024 00:28
github-merge-queue bot pushed a commit that referenced this pull request May 31, 2024
…ocumented (#13586)

# Objective

- Followup to #13548
- It added a list of all possible labels to documentation. This seems
hard to keep up and doesn't stop people from making spelling mistake

## Solution

- Add an enum that can create all the labels possible, and encourage its
use rather than manually typed labels

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
A-Assets Load files from disk to use for things like images, models, and sounds C-Docs An addition or correction to our documentation S-Needs-Review Needs reviewer attention (from anyone!) to move forward S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
Projects
None yet
Development

Successfully merging this pull request may close these issues.

5 participants