Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

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

Merged
merged 2 commits into from
Nov 29, 2022
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
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::*;
Expand Down