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I am creating a tower where some floors have holes in them. I want the floor under the current one to be visible.
Can this be done easily with this plugin? It looks like as soon as I switch the LevelSelection, everything is removed and the new entities are created.
The text was updated successfully, but these errors were encountered:
You can spawn multiple levels at once, either automatically by setting load_level_neighbors to true in LdtkSettings:
use bevy::prelude::*;use bevy_ecs_ldtk::prelude::*;fn main(){App::new()// other App builders.insert_resource(LevelSelection::index(0)).insert_resource(LdtkSettings{level_spawn_behavior:LevelSpawnBehavior::UseWorldTranslation{load_level_neighbors:true},
..default()}).run();
Or by not using LevelSelection at all and selecting multiple levels by their iid in the LdtkWorldBundle's LevelSet component. In either case you should probably be using the LevelSpawnBehavior::UseWorldTranslation option in the above example.
I am creating a tower where some floors have holes in them. I want the floor under the current one to be visible.
Can this be done easily with this plugin? It looks like as soon as I switch the
LevelSelection
, everything is removed and the new entities are created.The text was updated successfully, but these errors were encountered: