//! Demonstrates usage with multiple windows use bevy::prelude::*; use bevy::render::camera::RenderTarget; use bevy::window::WindowRef; use bevy_panorbit_camera::{PanOrbitCamera, PanOrbitCameraPlugin}; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugins(PanOrbitCameraPlugin) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // Ground commands.spawn(PbrBundle { mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)), material: materials.add(Color::srgb(0.3, 0.5, 0.3)), ..default() }); // Cube commands.spawn(PbrBundle { mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)), material: materials.add(Color::srgb(0.8, 0.7, 0.6)), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }); // Light commands.spawn(PointLightBundle { point_light: PointLight { shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); // Camera commands.spawn(( Camera3dBundle { transform: Transform::from_translation(Vec3::new(0.0, 1.5, 5.0)), ..default() }, PanOrbitCamera::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_translation(Vec3::new(5.0, 1.5, 7.0)), camera: Camera { target: RenderTarget::Window(WindowRef::Entity(second_window)), ..default() }, ..default() }, PanOrbitCamera::default(), )); }