Asset pre-processing is applied universally, even to custom asset sources #12483
Labels
A-Assets
Load files from disk to use for things like images, models, and sounds
C-Bug
An unexpected or incorrect behavior
C-Usability
A simple quality-of-life change that makes Bevy easier to use
Bevy version
0,13
What you did
I have a setup where I build a re-usable map editor in one crate and place the actual game assets in another crate:
Game part has a main file for starting the editor lib simple as:
I have a custom asset source for the editor to allow using icons, fonts, etc. from its own repository rather than having to copy it around:
I enabled asset preprocessing for the game assets to get MipMaps generated for 3D assets.
And in the editor plugin:
What went wrong
file_path
and theprocessed_file_path
MUST be set for the AssetPlugin, otherwise it'll panic.2024-03-13T21:06:18.631377Z WARN bevy_asset::processor: Failed to remove non-existent meta "log": encountered an io error while loading asset: File not found. (os error 2)
Additional information
It still works in this setup. The icons are taken from the regular asset folder after the redirect, but it should not be enforced on all asset sources universally, nor it should look for a log file that was never generated.
NOTE: Embedded watcher was required too.
The text was updated successfully, but these errors were encountered: