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0.9 -> 0.10 migration errors #603

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@djeedai

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@djeedai

(reopened from bevyengine/bevy#8033)

Here's a list of migration errors with no corresponding items in the migration guide:

  • The stageless migration really doesn't explain the basics of how to migrate from e.g. add_system_to_stage() to ... (?) There's not even a single example.
  • ReportExecutionOrderAmbiguities (likely: bevy::ecs::schedule::ScheduleBuildSettings::ambiguity_detection)
  • ModifiesWindows (?)
  • StageLabel (?)
  • MonitorSelection moved to inner of WindowPosition, Window::monitor field deleted
  • App::add_system_set() removed, how to replace?
  • ResMut<State<X>> doesn't build anymore; this needs the new States trait which is not mentioned in the migration guide
  • State::current() (likely state.0). (NextState is mentioned but it's not super clear either)
  • SystemStage::single_threaded() (?)
  • TextPipeline::get_glyphs() (I was using after queue_text() which now returns the TextLayoutInfo so maybe not needed anymore)
  • TextPipeline lost its generic ID type, how to replace?!
  • EntityRenderCommand (I think [Merged by Bors] - Flatten render commands bevy#6885 so use RenderCommand instead; note that the PR has a Migration Guide section which didn't make it into the guide 😅)

I've tried to upgrade my game, which is very small and doing little at this stage, just a few systems organized at specific points (like changing levels after LoadAssets so that there's no frame delay), and overall it took me over an hour, with examples from bevy_hanabi's upgrade by @NiseVoid, to make it build again, without exclusive systems that I still don't know how to replace. I also have no real idea if the new scheduling is in any way well organized or even working, so I'll probably have to dive into a debugging plugin to verify the entire frame scheduling.

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