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Scene prefab #10949
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A-ECSEntities, components, systems, and eventsEntities, components, systems, and eventsA-ScenesComposing and serializing ECS objectsComposing and serializing ECS objectsC-FeatureA new feature, making something new possibleA new feature, making something new possibleC-UsabilityA targeted quality-of-life change that makes Bevy easier to useA targeted quality-of-life change that makes Bevy easier to useX-Needs-SMEThis type of work requires an SME to approve it.This type of work requires an SME to approve it.
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A-ECSEntities, components, systems, and eventsEntities, components, systems, and eventsA-ScenesComposing and serializing ECS objectsComposing and serializing ECS objectsC-FeatureA new feature, making something new possibleA new feature, making something new possibleC-UsabilityA targeted quality-of-life change that makes Bevy easier to useA targeted quality-of-life change that makes Bevy easier to useX-Needs-SMEThis type of work requires an SME to approve it.This type of work requires an SME to approve it.
What problem does this solve or what need does it fill?
Ability to use
Sceneas a prefab, in the sense given by Unity: one-way irreversible spawning of a group of entities and components.What solution would you like?
No
SceneBundle, noSceneInstance, noSceenSpawner. Just a way to spawn the content of a scene anywhere (including at theWorldroot, without a common parent entity, so ability to spawn multiple top-level entities as a flat list) and forget forever that this ever was aScene.What alternative(s) have you considered?
SceneBundle. This has all the mentioned extra "features" which are just getting in the way most of the time for typical "use a prefab to spawn multiple things" usage. This is also missing some features like spawning without a single comment parent entity.Additional context
Possibly related to #3877, #10907