Add production build pipeline #46
@@ -50,3 +50,50 @@ jobs:
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- name: Run unit tests
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run: cargo test --locked --lib -j 4
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production-build:
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runs-on: ubuntu-latest
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timeout-minutes: 45
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steps:
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- name: Check out source
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uses: actions/checkout@v4
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- name: Install Rust toolchain
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run: |
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curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | \
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sh -s -- -y --profile minimal
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echo "$HOME/.cargo/bin" >> "$GITHUB_PATH"
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"$HOME/.cargo/bin/rustup" toolchain install nightly-2026-09-14 --profile minimal
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- name: Cache production Rust dependencies and build artifacts
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uses: Swatinem/rust-cache@6323deb102c322ba6fcbdcafc7e3dddab59af2b6 # v2.9.2
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with:
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prefix-key: v2-rust
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shared-key: linux-nightly-production
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cache-bin: false
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- name: Install Linux dependencies
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run: |
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sudo apt-get update
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sudo apt-get install --no-install-recommends -y \
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clang \
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libasound2-dev \
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libudev-dev \
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libusb-1.0-0-dev \
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libwayland-dev \
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libx11-dev \
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libxkbcommon-dev \
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libxkbcommon-x11-0 \
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mesa-vulkan-drivers \
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mold \
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pkg-config
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- name: Preprocess assets
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run: cargo run --locked --bin process-assets --no-default-features --features debug_features -j 4
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- name: Build production binary
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run: cargo build --locked --profile production --no-default-features --features debug_features -j 4
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- name: Verify production binary is not Bevy/Rust dynamically linked
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run: |
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! readelf -d target/production/shinespark | grep -E 'libbevy_dylib|libstd-.*\.so'
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+12
-1
@@ -6,8 +6,13 @@ authors = [""]
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[workspace]
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[features]
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default = ["development", "debug_features"]
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development = ["bevy/dynamic_linking", "bevy/file_watcher"]
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debug_features = ["bevy/free_camera"]
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[dependencies]
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bevy = { version = "0.19", features = ["asset_processor", "basis-universal", "dynamic_linking", "free_camera", "file_watcher", "bevy_settings"] }
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bevy = { version = "0.19", features = ["asset_processor", "basis-universal", "bevy_settings"] }
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# Loads the scenes you author in the editor (assets/*.bsn) and builds
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# physics colliders from them. An ordinary dependency; remove it if you
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# stop using authored scenes.
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@@ -37,3 +42,9 @@ fixed_math = "0.4.1"
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# Enable a large amount of optimization in the dev profile for dependencies.
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[profile.dev.package."*"]
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opt-level = 3
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[profile.production]
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inherits = "release"
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lto = "thin"
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codegen-units = 1
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strip = "symbols"
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@@ -13,3 +13,21 @@ cargo run -- --debug-match --players 2 --local-port 7000 \
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cargo run -- --debug-match --players 2 --local-port 7001 \
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--net-player 0=127.0.0.1:7000 --net-player 1=local
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```
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## Production Build
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Production builds use the `production` Cargo profile and do not dynamically
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link Bevy or Rust. Development builds retain Bevy dynamic linking for faster
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iteration. Cargo stores the production profile under `target/production`,
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separate from development artifacts under `target/debug`.
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```sh
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cargo run --locked \
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--bin process-assets --no-default-features --features debug_features
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cargo build --locked \
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--profile production --no-default-features --features debug_features
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```
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The asset preprocessing command must be run from the repository root. It
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populates `imported_assets/Default`, which is then consumed by the production
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game without running the asset processor at startup.
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@@ -0,0 +1,31 @@
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use bevy::{
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app::ScheduleRunnerPlugin,
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asset::{AssetMode, AssetPlugin, processor::AssetProcessor, processor::ProcessorState},
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prelude::*,
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tasks::block_on,
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};
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use shinespark::AssetProcessingPlugin;
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use std::{process::ExitCode, time::Duration};
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fn main() -> ExitCode {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(Duration::from_millis(50))))
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.add_plugins(AssetPlugin {
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mode: AssetMode::Processed,
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use_asset_processor_override: Some(true),
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..default()
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})
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.add_plugins(AssetProcessingPlugin)
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.add_systems(Update, finish_when_processed);
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app.run();
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ExitCode::SUCCESS
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}
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fn finish_when_processed(processor: Option<Res<AssetProcessor>>, mut exit: MessageWriter<AppExit>) {
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if processor
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.is_some_and(|processor| block_on(processor.get_state()) == ProcessorState::Finished)
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{
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exit.write(AppExit::Success);
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}
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}
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@@ -151,7 +151,10 @@ type FighterBakeProcessor = LoadTransformAndSave<
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>;
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pub struct BakedAnimationPlugin;
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impl Plugin for BakedAnimationPlugin {
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pub struct BakedAnimationAssetProcessingPlugin;
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impl Plugin for BakedAnimationAssetProcessingPlugin {
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fn build(&self, app: &mut App) {
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app.init_asset::<BakedFighterAnimations>()
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.register_asset_loader(FighterBakeSourceLoader)
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@@ -160,7 +163,13 @@ impl Plugin for BakedAnimationPlugin {
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FighterBakeTransformer,
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BakedFighterAnimationsSaver,
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))
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.set_default_asset_processor::<FighterBakeProcessor>("fighterbake")
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.set_default_asset_processor::<FighterBakeProcessor>("fighterbake");
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}
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}
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impl Plugin for BakedAnimationPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(BakedAnimationAssetProcessingPlugin)
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.add_systems(
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bevy_ggrs::prelude::GgrsSchedule,
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super::runtime::update_fighter_bone_matrices
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@@ -4,7 +4,7 @@ mod asset_baking;
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mod runtime;
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mod visual_binding;
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pub use asset_baking::BakedAnimationPlugin;
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pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin};
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pub use crate::math::fixed_transform::FixedMat4;
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pub use runtime::{
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BakedAnimationClip, BakedFighterAnimations, FighterBoneIndexMap, FighterBoneMatrices,
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+16
-1
@@ -155,11 +155,26 @@ impl Plugin for GamePlugin {
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}
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}
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/// Registers only the custom asset processors used by CI and release builds.
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/// The processing binary adds this plugin without starting the game.
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pub struct AssetProcessingPlugin;
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impl Plugin for AssetProcessingPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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scripting::importer::FighterScriptImportPlugin,
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fighter::baked_animation::BakedAnimationAssetProcessingPlugin,
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));
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}
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}
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fn wait_for_asset_processor(
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processor: Option<Res<AssetProcessor>>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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if processor.is_none_or(|processor| block_on(processor.get_state()) == ProcessorState::Finished)
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if !cfg!(feature = "development")
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|| processor
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.is_none_or(|processor| block_on(processor.get_state()) == ProcessorState::Finished)
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{
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next_state.set(AppState::LoadCommonAssets);
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}
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+16
-7
@@ -1,8 +1,11 @@
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use bevy::asset::AssetMode::Processed;
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#[cfg(feature = "debug_features")]
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use bevy::camera_controller::free_camera::FreeCameraPlugin;
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use bevy::image::{ImageAddressMode, ImagePlugin, ImageSamplerDescriptor};
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use bevy::prelude::*;
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#[cfg(feature = "debug_features")]
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use bevy_egui::EguiPlugin;
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#[cfg(feature = "debug_features")]
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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fn main() -> AppExit {
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@@ -20,16 +23,22 @@ fn main() -> AppExit {
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})
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.set(AssetPlugin {
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mode: Processed,
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use_asset_processor_override: Some(cfg!(feature = "development")),
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..default()
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});
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App::new()
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.add_plugins(default_plugins)
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let mut app = App::new();
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app.add_plugins(default_plugins)
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.add_plugins(avian3d::prelude::PhysicsPlugins::default())
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.add_plugins(shinespark::GamePlugin)
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.add_plugins(FreeCameraPlugin)
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.add_plugins(EguiPlugin::default())
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.add_plugins(WorldInspectorPlugin::default()) // adds default options and `InspectorEguiImpl`s
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.insert_resource(Time::<Fixed>::from_hz(60.0))
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.run()
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.insert_resource(Time::<Fixed>::from_hz(60.0));
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#[cfg(feature = "debug_features")]
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app.add_plugins((
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FreeCameraPlugin,
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EguiPlugin::default(),
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WorldInspectorPlugin::default(),
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));
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app.run()
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}
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Reference in New Issue
Block a user