# Bevy Debug Camera [![Crates.io](https://img.shields.io/crates/v/bevy-debug-camera.svg)](https://crates.io/crates/bevy-debug-camera) [![MIT](https://img.shields.io/badge/license-MIT-blue.svg)](https://github.com/rdelfin/bevy-debug-camera/blob/main/LICENSE) [![CircleCI](https://circleci.com/gh/rdelfin/bevy-debug-camera.svg?style=shield)](https://circleci.com/gh/rdelfin/bevy-debug-camera) [![Crates.io](https://img.shields.io/crates/d/bevy-debug-camera.svg)](https://crates.io/crates/bevy-debug-camera) This library provides a simple, lightweight way of having a "flycam" style camera for debugging. It's confirgurable, letting you easily enable the system locally for a camera or globally for all cameras with a component and resource. # Bevy compatibility | Bevy Version | bevy-debug-camera version | |--------------|---------------------------| | 0.9.1 | ^0.1.0 | | ^0.10.0 | ^0.2.0 | | ^0.11.0 | ^0.3.0 | # Examples You can look at the examples folder for practical uses of this crate, but to get started you can simply do the following when setting up your app: ```rust use bevy::prelude::*; use bevy_debug_camera::{DebugCamera, DebugCameraPlugin}; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugin(DebugCameraPlugin::default()) .add_startup_system(setup) .run(); } fn setup(mut commands: Commands) { // ... other setup code commands .spawn(Camera3dBundle::default()) .insert(DebugCamera { position: Vec3::new(-5., 1., 0.), ..default() }); } ``` # Bindings The default bindings are as follows: ## Mouse + Keyboard | Action | Binding | |---------------|----------| | Move forward | `W` | | Move backward | `S` | | Move left | `A` | | Move right | `D` | | Move up | `Lshift` | | Move down | `Space` | | Yaw | Mouse X | | pitch | Mouse Y | | Roll left | `Q` | | Roll right | `E` | ## Controller | Action | Binding | |-----------------|------------| | Move fwd/bwd | Lstick Y | | Move left/right | Lstick X | | Move up | `RTrigger` | | Move down | `LTrigger` | | Yaw | Rstick X | | pitch | Lstick Y | | Roll left | `LBumper` | | Roll right | `RBumper` | # Configuring Plugin The plugin comes with some configuration options you can set on startup that use to customise behaviour of the cameras in use. You can configure: * Keyboard bindings * Gamepad bindings * Accepted input All these customisation are exposed as resources, which are constantly read and can be modified during runtime as well An example using all configuration options can be seen below and in the `configuration` example: ```rust use bevy::prelude::*; use bevy_debug_camera::{ DebugCamera, DebugCameraPlugin, GamepadBindings, KeyboardBindings, DebugCameraActive, }; fn main() { App::new() .add_plugins(DefaultPlugins) // Each field in `DebugCameraPlugin` can be set directly or picked up from // default. .add_plugin(DebugCameraPlugin { gamepad_bindings: GamepadBindings { // Overrides only the roll buttons roll_left: GamepadButtonType::West, roll_right: GamepadButtonType::East, ..default() }, keyboard_bindings: KeyboardBindings { // Override WASD with arrows fwd: KeyCode::Up, bwd: KeyCode::Down, left: KeyCode::Left, right: KeyCode::Right, ..default() }, debug_camera_active: DebugCameraActive { // Disable keyboard + mouse only keymouse: false, ..default() }, }) .add_startup_system(setup) .run(); } fn setup() { // Setup logic here... } ```