//! An example demonstrating how you might configure the different settings provided by the //! [`DebugCameraPlugin`]. Feel free to play around with settings and see what happens. use bevy::prelude::*; use bevy_debug_camera::{ DebugCamera, DebugCameraActive, DebugCameraPlugin, GamepadBindings, KeyboardBindings, }; fn main() { App::new() .add_plugins(DefaultPlugins) // Each field in `DebugCameraPlugin` can be set directly or picked up from // default. .add_plugins(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_systems(Startup, setup) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0, ..default() })), material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), ..default() }); // cube commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }); // light commands.spawn(PointLightBundle { point_light: PointLight { intensity: 1500.0, shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); // camera commands .spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }) .insert(DebugCamera { position: Vec3::new(-5., 2., 0.), up: Vec3::new(0., 1., 0.), fwd: Vec3::new(1., 0., 0.), ..default() }); }