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View Code? Open in Web Editor NEWA crate for using Bevy with the Godot Engine.
License: Apache License 2.0
A crate for using Bevy with the Godot Engine.
License: Apache License 2.0
this would probably free end users from a gdnative and bevy dependency
Hello! I was wondering if you planned on porting this for Godot4 and gdrust-gdext, or if another project was covering that? :)
Hi, I wasn't able to find an nice way to get access to godot InputEvent
handles that are normally passed via _input
or _unhandled_input
in nodes. I went ahead and made a very rough draft (partly as a learning exercise for myself) of getting these into bevy events here: https://github.com/jrockett6/bevy_godot/tree/godot-input-to-bevy-events
If there already exists a good way to get access to InputEvent
information I'd be curious to hear. Otherwise I'd be happy to open up a PR with the above changes and incorporate any feedback (I'm very new to the rust/godot/bevy ecosystem).
Thanks very much for your awesome library!
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: Os { code: 2, kind: NotFound, message: "No such file or directory" }', spawn_scene/../run_godot.rs:11:10
this would unify the code path for creating a Bevy entity from Godot nodes.
the end user would like a way to query added Godot nodes and also receive the ones found at startup.
Bevy's asset server first checks if the file exists at the path and then continues the loading. A workaround is placing an empty file at the paths not found.
Not sure how we can work around this as we need Bevy's asset server to not care if the file exists because we map the filepath into the Godot res://
paths.
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