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docs: Explain that sprite_bundle should not be used with tilemap editor visuals #142

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Nov 29, 2022
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3 changes: 2 additions & 1 deletion src/app/ldtk_entity.rs
Original file line number Diff line number Diff line change
Expand Up @@ -57,14 +57,15 @@ use crate::app::register_ldtk_objects::RegisterLdtkObjects;
///
/// By default, each component or nested bundle in the bundle will be created using their [Default]
/// implementations.
/// However, this behavior can be overriden with some field attribute macros...
/// However, this behavior can be overridden with some field attribute macros...
///
/// ### `#[sprite_bundle...]`
/// Indicates that a [SpriteBundle] field should be created with an actual material/image.
/// There are two forms for this attribute:
/// - `#[sprite_bundle("path/to/asset.png")]` will create the field using the image at the provided
/// path in the assets folder.
/// - `#[sprite_bundle]` will create the field using its Editor Visual image in LDtk, if it has one.
/// Note that if your editor visual is part of a tilemap, you should use `#[sprite_sheet_bundle]` instead.
/// ```
/// # use bevy::prelude::*;
/// # use bevy_ecs_ldtk::prelude::*;
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