//! Demonstrates how to use the bevy_sprite picking backend. This backend simply tests the bounds of //! a sprite. //! //! This also renders a 3d view in the background, to demonstrate and test that camera order is //! respected across different backends, in this case the sprite and 3d raycasting backends. use bevy::{prelude::*, sprite::Anchor}; use bevy_color::palettes; 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, setup_3d, setup_atlas)) .add_systems(Update, (move_sprite, animate_sprite)) .run(); } fn move_sprite( time: Res