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Provide a Way to Re-Initialize Debug Lines? #25
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Hmm. This sounds logical and I'm happy to open up |
So far I haven't seen any other plugins that spawn game objects. I wonder if you could somehow stick those debug line meshes inside the render world, without sticking them in the game world? I haven't looked deep enough into it to know, but I know there's like a separate Bevy world used by the render sub-app. I wonder if that could be utilized somehow. |
I've made I think the real solution is supposed to be something with using different worlds, but I'm not really sure and it doesn't seem trivial. You can use |
Sweet, thanks. 👍 |
Since I'm just curious about it, I might take a quick look at separate worlds if I get the chance. |
I have a use-case where I want to reset my whole world. I do this by deleting all entities other than the Camera. The issue is that it also deletes the debug lines meshes.
I could filter out the debug lines meshes from my query for all entities to delete, but
DebugLinesMesh
is the only defining component, and it's not public.Alternatively I could delete all entities and have a way to re-initialize debug lines, but the
setup
system is private, too.The text was updated successfully, but these errors were encountered: