//! Demonstrates picking working with multiple windows. use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef}; use bevy_mod_picking::prelude::*; fn main() { App::new() .add_plugins(( DefaultPlugins.set(low_latency_window_plugin()), DefaultPickingPlugins, )) .insert_resource(DebugPickingMode::Normal) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { commands.spawn(( PbrBundle { mesh: meshes.add(bevy_render::mesh::PlaneMeshBuilder::from_length(5.0)), material: materials.add(Color::srgb(0.3, 0.5, 0.3)), ..default() }, PickableBundle::default(), // <- Makes the mesh pickable. )); commands.spawn(( PbrBundle { mesh: meshes.add(Cuboid::default()), material: materials.add(Color::srgb(0.8, 0.7, 0.6)), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }, PickableBundle::default(), // <- Makes the mesh pickable. )); commands.spawn(PointLightBundle { point_light: PointLight { shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, -4.0), ..default() }); // main camera, cameras default to the primary window // so we don't need to specify that. commands.spawn((Camera3dBundle { transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() },)); // Spawn a second window let second_window = commands .spawn(Window { title: "Second window".to_owned(), ..default() }) .id(); // second window camera commands.spawn((Camera3dBundle { transform: Transform::from_xyz(6.0, 1.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y), camera: Camera { target: RenderTarget::Window(WindowRef::Entity(second_window)), ..default() }, ..default() },)); }