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Describe the bug
When changing EffectAsset inside ParticleEffect component - new spawner settings / behavior are being ignored.
This is useful for the "editor" case, where FX behavior should be possible to modify without destroying / recreating entity completely.
Expected behavior
Either changes to the FX should be propagated automatically (and FX should restart), or a way to trigger spawner behavior change should be provided.
To Reproduce
Spawn an FX with ParticleEffectBundle (e.g., with Spawner::rate);
Set ParticleEffect component with EntityCommands.insert(...) with a different spawner setup (e.g, with Spawner::burst) / EffectAsset;
As a workaround, setting EffectSpawner component separately works. E.g., with EffectSpawner::new(EffectAsset).
But that requires an extra copy of EffectAsset to be stored alongside user data or a direct access to the Assets<EffectAsset> to be used. It would be much more convenient to have a built-in system to update the spawner on change based on some dirty flag.
The text was updated successfully, but these errors were encountered:
Crate versions
bevy
version: 0.13.2bevy_hanabi
version: 0.11Describe the bug
When changing EffectAsset inside ParticleEffect component - new spawner settings / behavior are being ignored.
This is useful for the "editor" case, where FX behavior should be possible to modify without destroying / recreating entity completely.
Expected behavior
Either changes to the FX should be propagated automatically (and FX should restart), or a way to trigger spawner behavior change should be provided.
To Reproduce
As a workaround, setting EffectSpawner component separately works. E.g., with EffectSpawner::new(EffectAsset).
But that requires an extra copy of EffectAsset to be stored alongside user data or a direct access to the
Assets<EffectAsset>
to be used. It would be much more convenient to have a built-in system to update the spawner on change based on some dirty flag.The text was updated successfully, but these errors were encountered: