//! Adapted from the [basic 3d bevy example](https://bevyengine.org/examples/3d-rendering/3d-scene/). //! This example includes the debug camera and shows its exemplatory usage. use bevy::prelude::*; use bevy_awesome_debug_camera::{DebugCamera, DebugCameraPlugin}; fn main() { App::new() .add_plugins(( DefaultPlugins, // The plugin contains all movement related functionality, so make sure to add it if you desire this. DebugCameraPlugin::new_with_keybindings(), )) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Circle::new(4.0)), material: materials.add(Color::WHITE), transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)), ..default() }); commands.spawn(PbrBundle { mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)), material: materials.add(Color::srgb_u8(124, 144, 255)), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }); commands.spawn(PointLightBundle { point_light: PointLight { shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); commands.spawn(( Camera3dBundle { transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }, // The `DebugCamera` component marks a camera as eglible to be taken over by this plugin. DebugCamera::default(), )); }