pub trait Component:
Send
+ Sync
+ 'static {
type Mutability: ComponentMutability;
const STORAGE_TYPE: StorageType;
// Provided methods
fn register_component_hooks(hooks: &mut ComponentHooks) { ... }
fn on_add() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)> { ... }
fn on_insert() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)> { ... }
fn on_replace() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)> { ... }
fn on_remove() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)> { ... }
fn on_despawn() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)> { ... }
fn register_required_components(
_component_id: ComponentId,
_components: &mut ComponentsRegistrator<'_>,
_required_components: &mut RequiredComponents,
_inheritance_depth: u16,
_recursion_check_stack: &mut Vec<ComponentId>,
) { ... }
fn clone_behavior() -> ComponentCloneBehavior { ... }
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper { ... }
}
Expand description
A data type that can be used to store data for an entity.
Component
is a derivable trait: this means that a data type can implement it by applying a #[derive(Component)]
attribute to it.
However, components must always satisfy the Send + Sync + 'static
trait bounds.
§Examples
Components can take many forms: they are usually structs, but can also be of every other kind of data type, like enums or zero sized types. The following examples show how components are laid out in code.
// A component can contain data...
#[derive(Component)]
struct LicensePlate(String);
// ... but it can also be a zero-sized marker.
#[derive(Component)]
struct Car;
// Components can also be structs with named fields...
#[derive(Component)]
struct VehiclePerformance {
acceleration: f32,
top_speed: f32,
handling: f32,
}
// ... or enums.
#[derive(Component)]
enum WheelCount {
Two,
Three,
Four,
}
§Component and data access
Components can be marked as immutable by adding the #[component(immutable)]
attribute when using the derive macro.
See the documentation for ComponentMutability
for more details around this
feature.
See the entity
module level documentation to learn how to add or remove components from an entity.
See the documentation for Query
to learn how to access component data from a system.
§Choosing a storage type
Components can be stored in the world using different strategies with their own performance implications.
By default, components are added to the Table
storage, which is optimized for query iteration.
Alternatively, components can be added to the SparseSet
storage, which is optimized for component insertion and removal.
This is achieved by adding an additional #[component(storage = "SparseSet")]
attribute to the derive one:
#[derive(Component)]
#[component(storage = "SparseSet")]
struct ComponentA;
§Required Components
Components can specify Required Components. If some Component
A
requires Component
B
, then when A
is inserted,
B
will also be initialized and inserted (if it was not manually specified).
The Default
constructor will be used to initialize the component, by default:
#[derive(Component)]
#[require(B)]
struct A;
#[derive(Component, Default, PartialEq, Eq, Debug)]
struct B(usize);
// This will implicitly also insert B with the Default constructor
let id = world.spawn(A).id();
assert_eq!(&B(0), world.entity(id).get::<B>().unwrap());
// This will _not_ implicitly insert B, because it was already provided
world.spawn((A, B(11)));
Components can have more than one required component:
#[derive(Component)]
#[require(B, C)]
struct A;
#[derive(Component, Default, PartialEq, Eq, Debug)]
#[require(C)]
struct B(usize);
#[derive(Component, Default, PartialEq, Eq, Debug)]
struct C(u32);
// This will implicitly also insert B and C with their Default constructors
let id = world.spawn(A).id();
assert_eq!(&B(0), world.entity(id).get::<B>().unwrap());
assert_eq!(&C(0), world.entity(id).get::<C>().unwrap());
You can define inline component values that take the following forms:
#[derive(Component)]
#[require(
B(1), // tuple structs
C { // named-field structs
x: 1,
..Default::default()
},
D::One, // enum variants
E::ONE, // associated consts
F::new(1) // constructors
)]
struct A;
#[derive(Component, PartialEq, Eq, Debug)]
struct B(u8);
#[derive(Component, PartialEq, Eq, Debug, Default)]
struct C {
x: u8,
y: u8,
}
#[derive(Component, PartialEq, Eq, Debug)]
enum D {
Zero,
One,
}
#[derive(Component, PartialEq, Eq, Debug)]
struct E(u8);
impl E {
pub const ONE: Self = Self(1);
}
#[derive(Component, PartialEq, Eq, Debug)]
struct F(u8);
impl F {
fn new(value: u8) -> Self {
Self(value)
}
}
let id = world.spawn(A).id();
assert_eq!(&B(1), world.entity(id).get::<B>().unwrap());
assert_eq!(&C { x: 1, y: 0 }, world.entity(id).get::<C>().unwrap());
assert_eq!(&D::One, world.entity(id).get::<D>().unwrap());
assert_eq!(&E(1), world.entity(id).get::<E>().unwrap());
assert_eq!(&F(1), world.entity(id).get::<F>().unwrap());
You can also define arbitrary expressions by using =
#[derive(Component)]
#[require(C = init_c())]
struct A;
#[derive(Component, PartialEq, Eq, Debug)]
#[require(C = C(20))]
struct B;
#[derive(Component, PartialEq, Eq, Debug)]
struct C(usize);
fn init_c() -> C {
C(10)
}
// This will implicitly also insert C with the init_c() constructor
let id = world.spawn(A).id();
assert_eq!(&C(10), world.entity(id).get::<C>().unwrap());
// This will implicitly also insert C with the `|| C(20)` constructor closure
let id = world.spawn(B).id();
assert_eq!(&C(20), world.entity(id).get::<C>().unwrap());
Required components are recursive. This means, if a Required Component has required components, those components will also be inserted if they are missing:
#[derive(Component)]
#[require(B)]
struct A;
#[derive(Component, Default, PartialEq, Eq, Debug)]
#[require(C)]
struct B(usize);
#[derive(Component, Default, PartialEq, Eq, Debug)]
struct C(u32);
// This will implicitly also insert B and C with their Default constructors
let id = world.spawn(A).id();
assert_eq!(&B(0), world.entity(id).get::<B>().unwrap());
assert_eq!(&C(0), world.entity(id).get::<C>().unwrap());
Note that cycles in the “component require tree” will result in stack overflows when attempting to insert a component.
This “multiple inheritance” pattern does mean that it is possible to have duplicate requires for a given type at different levels of the inheritance tree:
#[derive(Component)]
struct X(usize);
#[derive(Component, Default)]
#[require(X(1))]
struct Y;
#[derive(Component)]
#[require(
Y,
X(2),
)]
struct Z;
// In this case, the x2 constructor is used for X
let id = world.spawn(Z).id();
assert_eq!(2, world.entity(id).get::<X>().unwrap().0);
In general, this shouldn’t happen often, but when it does the algorithm for choosing the constructor from the tree is simple and predictable:
- A constructor from a direct
#[require()]
, if one exists, is selected with priority. - Otherwise, perform a Depth First Search on the tree of requirements and select the first one found.
From a user perspective, just think about this as the following:
- Specifying a required component constructor for Foo directly on a spawned component Bar will result in that constructor being used (and overriding existing constructors lower in the inheritance tree). This is the classic “inheritance override” behavior people expect.
- For cases where “multiple inheritance” results in constructor clashes, Components should be listed in “importance order”. List a component earlier in the requirement list to initialize its inheritance tree earlier.
§Registering required components at runtime
In most cases, required components should be registered using the require
attribute as shown above.
However, in some cases, it may be useful to register required components at runtime.
This can be done through World::register_required_components
or World::register_required_components_with
for the Default
and custom constructors respectively:
#[derive(Component)]
struct A;
#[derive(Component, Default, PartialEq, Eq, Debug)]
struct B(usize);
#[derive(Component, PartialEq, Eq, Debug)]
struct C(u32);
// Register B as required by A and C as required by B.
world.register_required_components::<A, B>();
world.register_required_components_with::<B, C>(|| C(2));
// This will implicitly also insert B with its Default constructor
// and C with the custom constructor defined by B.
let id = world.spawn(A).id();
assert_eq!(&B(0), world.entity(id).get::<B>().unwrap());
assert_eq!(&C(2), world.entity(id).get::<C>().unwrap());
Similar rules as before apply to duplicate requires fer a given type at different levels
of the inheritance tree. A
requiring C
directly would take precedence over indirectly
requiring it through A
requiring B
and B
requiring C
.
Unlike with the require
attribute, directly requiring the same component multiple times
for the same component will result in a panic. This is done to prevent conflicting constructors
and confusing ordering dependencies.
Note that requirements must currently be registered before the requiring component is inserted into the world for the first time. Registering requirements after this will lead to a panic.
§Relationships between Entities
Sometimes it is useful to define relationships between entities. A common example is the
parent / child relationship. Since Components are how data is stored for Entities, one might
naturally think to create a Component which has a field of type Entity
.
To facilitate this pattern, Bevy provides the Relationship
trait. You can derive the Relationship
and
RelationshipTarget
traits in addition to the
Component trait in order to implement data driven relationships between entities, see the trait
docs for more details.
In addition, Bevy provides canonical implementations of the parent / child relationship via the
ChildOf
Relationship
and
the Children
RelationshipTarget
.
§Adding component’s hooks
See ComponentHooks
for a detailed explanation of component’s hooks.
Alternatively to the example shown in ComponentHooks
’ documentation, hooks can be configured using following attributes:
#[component(on_add = on_add_function)]
#[component(on_insert = on_insert_function)]
#[component(on_replace = on_replace_function)]
#[component(on_remove = on_remove_function)]
#[derive(Component)]
#[component(on_add = my_on_add_hook)]
#[component(on_insert = my_on_insert_hook)]
// Another possible way of configuring hooks:
// #[component(on_add = my_on_add_hook, on_insert = my_on_insert_hook)]
//
// We don't have a replace or remove hook, so we can leave them out:
// #[component(on_replace = my_on_replace_hook, on_remove = my_on_remove_hook)]
struct ComponentA;
fn my_on_add_hook(world: DeferredWorld, context: HookContext) {
// ...
}
// You can also destructure items directly in the signature
fn my_on_insert_hook(world: DeferredWorld, HookContext { caller, .. }: HookContext) {
// ...
}
This also supports function calls that yield closures
#[derive(Component)]
#[component(on_add = my_msg_hook("hello"))]
#[component(on_despawn = my_msg_hook("yoink"))]
struct ComponentA;
// a hook closure generating function
fn my_msg_hook(message: &'static str) -> impl Fn(DeferredWorld, HookContext) {
move |_world, _ctx| {
println!("{message}");
}
}
§Implementing the trait for foreign types
As a consequence of the orphan rule, it is not possible to separate into two different crates the implementation of Component
from the definition of a type.
This means that it is not possible to directly have a type defined in a third party library as a component.
This important limitation can be easily worked around using the newtype pattern:
this makes it possible to locally define and implement Component
for a tuple struct that wraps the foreign type.
The following example gives a demonstration of this pattern.
// `Component` is defined in the `bevy_ecs` crate.
use bevy_ecs::component::Component;
// `Duration` is defined in the `std` crate.
use std::time::Duration;
// It is not possible to implement `Component` for `Duration` from this position, as they are
// both foreign items, defined in an external crate. However, nothing prevents to define a new
// `Cooldown` type that wraps `Duration`. As `Cooldown` is defined in a local crate, it is
// possible to implement `Component` for it.
#[derive(Component)]
struct Cooldown(Duration);
§!Sync
Components
A !Sync
type cannot implement Component
. However, it is possible to wrap a Send
but not Sync
type in SyncCell
or the currently unstable Exclusive
to make it Sync
. This forces only
having mutable access (&mut T
only, never &T
), but makes it safe to reference across multiple
threads.
This will fail to compile since RefCell
is !Sync
.
#[derive(Component)]
struct NotSync {
counter: RefCell<usize>,
}
This will compile since the RefCell
is wrapped with SyncCell
.
use bevy_utils::synccell::SyncCell;
// This will compile.
#[derive(Component)]
struct ActuallySync {
counter: SyncCell<RefCell<usize>>,
}
Required Associated Constants§
Sourceconst STORAGE_TYPE: StorageType
const STORAGE_TYPE: StorageType
A constant indicating the storage type used for this component.
Required Associated Types§
Sourcetype Mutability: ComponentMutability
type Mutability: ComponentMutability
A marker type to assist Bevy with determining if this component is
mutable, or immutable. Mutable components will have [Component<Mutability = Mutable>
],
while immutable components will instead have [Component<Mutability = Immutable>
].
Provided Methods§
Sourcefn register_component_hooks(hooks: &mut ComponentHooks)
👎Deprecated since 0.16.0: Use the individual hook methods instead (e.g., Component::on_add
, etc.)
fn register_component_hooks(hooks: &mut ComponentHooks)
Component::on_add
, etc.)Called when registering this component, allowing mutable access to its ComponentHooks
.
Sourcefn on_add() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>
fn on_add() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>
Gets the on_add
ComponentHook
for this Component
if one is defined.
Sourcefn on_insert() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>
fn on_insert() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>
Gets the on_insert
ComponentHook
for this Component
if one is defined.
Sourcefn on_replace() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>
fn on_replace() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>
Gets the on_replace
ComponentHook
for this Component
if one is defined.
Sourcefn on_remove() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>
fn on_remove() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>
Gets the on_remove
ComponentHook
for this Component
if one is defined.
Sourcefn on_despawn() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>
fn on_despawn() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>
Gets the on_despawn
ComponentHook
for this Component
if one is defined.
Sourcefn register_required_components(
_component_id: ComponentId,
_components: &mut ComponentsRegistrator<'_>,
_required_components: &mut RequiredComponents,
_inheritance_depth: u16,
_recursion_check_stack: &mut Vec<ComponentId>,
)
fn register_required_components( _component_id: ComponentId, _components: &mut ComponentsRegistrator<'_>, _required_components: &mut RequiredComponents, _inheritance_depth: u16, _recursion_check_stack: &mut Vec<ComponentId>, )
Registers required components.
Sourcefn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component.
See Handlers section of EntityClonerBuilder
to understand how this affects handler priority.
Sourcefn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
Maps the entities on this component using the given EntityMapper
. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component
, this is populated by annotating fields containing entities with #[entities]
#[derive(Component)]
struct Inventory {
#[entities]
items: Vec<Entity>
}
Fields with #[entities]
must implement MapEntities
.
Dyn Compatibility§
This trait is not dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.
Implementations on Foreign Types§
Source§impl Component for AutoFocus
impl Component for AutoFocus
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
fn register_required_components( requiree: ComponentId, components: &mut ComponentsRegistrator<'_>, required_components: &mut RequiredComponents, inheritance_depth: u16, recursion_check_stack: &mut Vec<ComponentId>, )
fn on_add() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>
fn clone_behavior() -> ComponentCloneBehavior
Source§impl Component for TabGroup
impl Component for TabGroup
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
fn register_required_components( requiree: ComponentId, components: &mut ComponentsRegistrator<'_>, required_components: &mut RequiredComponents, inheritance_depth: u16, recursion_check_stack: &mut Vec<ComponentId>, )
fn clone_behavior() -> ComponentCloneBehavior
Source§impl Component for TabIndex
impl Component for TabIndex
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
fn register_required_components( requiree: ComponentId, components: &mut ComponentsRegistrator<'_>, required_components: &mut RequiredComponents, inheritance_depth: u16, recursion_check_stack: &mut Vec<ComponentId>, )
fn clone_behavior() -> ComponentCloneBehavior
Source§impl<E> Component for FocusedInput<E>
impl<E> Component for FocusedInput<E>
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
fn register_required_components( requiree: ComponentId, components: &mut ComponentsRegistrator<'_>, required_components: &mut RequiredComponents, inheritance_depth: u16, recursion_check_stack: &mut Vec<ComponentId>, )
fn clone_behavior() -> ComponentCloneBehavior
Implementors§
Source§impl Component for DependencyLoadState
impl Component for DependencyLoadState
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for LoadState
impl Component for LoadState
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for RecursiveDependencyLoadState
impl Component for RecursiveDependencyLoadState
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for DepthOfFieldPipelines
impl Component for DepthOfFieldPipelines
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for DebandDither
impl Component for DebandDither
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Tonemapping
impl Component for Tonemapping
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ClusterConfig
impl Component for ClusterConfig
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for LightEntity
impl Component for LightEntity
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ShadowFilteringMethod
impl Component for ShadowFilteringMethod
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for PickingInteraction
impl Component for PickingInteraction
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for PointerId
Required Components: PointerLocation
, PointerPress
, PointerInteraction
.
impl Component for PointerId
Required Components: PointerLocation
, PointerPress
, PointerInteraction
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Msaa
impl Component for Msaa
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Projection
impl Component for Projection
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Visibility
Required Components: InheritedVisibility
, ViewVisibility
.
impl Component for Visibility
Required Components: InheritedVisibility
, ViewVisibility
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Readback
impl Component for Readback
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for CursorIcon
impl Component for CursorIcon
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for AccessibilityNode
impl Component for AccessibilityNode
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for AutoExposure
impl Component for AutoExposure
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Bloom
impl Component for Bloom
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ContrastAdaptiveSharpening
impl Component for ContrastAdaptiveSharpening
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for DenoiseCas
impl Component for DenoiseCas
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewCasPipeline
impl Component for ViewCasPipeline
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewTransmissionTexture
impl Component for ViewTransmissionTexture
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for DeferredLightingIdDepthTexture
impl Component for DeferredLightingIdDepthTexture
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for AuxiliaryDepthOfFieldTexture
impl Component for AuxiliaryDepthOfFieldTexture
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for DepthOfField
impl Component for DepthOfField
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for DepthOfFieldUniform
impl Component for DepthOfFieldUniform
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewDepthOfFieldBindGroupLayouts
impl Component for ViewDepthOfFieldBindGroupLayouts
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewDepthPyramid
impl Component for ViewDepthPyramid
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewDownsampleDepthBindGroup
impl Component for ViewDownsampleDepthBindGroup
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for TemporalAntiAliasing
Required Components: TemporalJitter
, DepthPrepass
, MotionVectorPrepass
.
impl Component for TemporalAntiAliasing
Required Components: TemporalJitter
, DepthPrepass
, MotionVectorPrepass
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for CameraFxaaPipeline
impl Component for CameraFxaaPipeline
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Fxaa
impl Component for Fxaa
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for MotionBlurPipelineId
impl Component for MotionBlurPipelineId
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for MotionBlur
Required Components: DepthPrepass
, MotionVectorPrepass
.
impl Component for MotionBlur
Required Components: DepthPrepass
, MotionVectorPrepass
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for MsaaWritebackBlitPipeline
impl Component for MsaaWritebackBlitPipeline
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for OitResolvePipelineId
impl Component for OitResolvePipelineId
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for OrderIndependentTransparencySettings
impl Component for OrderIndependentTransparencySettings
const STORAGE_TYPE: StorageType = StorageType::SparseSet
type Mutability = Mutable
Source§impl Component for OrderIndependentTransparencySettingsOffset
impl Component for OrderIndependentTransparencySettingsOffset
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ChromaticAberration
impl Component for ChromaticAberration
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for PostProcessingPipelineId
impl Component for PostProcessingPipelineId
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for PostProcessingUniformBufferOffsets
impl Component for PostProcessingUniformBufferOffsets
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for DeferredPrepass
impl Component for DeferredPrepass
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for DepthPrepass
impl Component for DepthPrepass
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for MotionVectorPrepass
impl Component for MotionVectorPrepass
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for NormalPrepass
impl Component for NormalPrepass
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for PreviousViewData
impl Component for PreviousViewData
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for PreviousViewUniformOffset
impl Component for PreviousViewUniformOffset
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewPrepassTextures
impl Component for ViewPrepassTextures
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Smaa
impl Component for Smaa
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for SmaaBindGroups
impl Component for SmaaBindGroups
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for SmaaInfoUniformOffset
impl Component for SmaaInfoUniformOffset
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for SmaaTextures
impl Component for SmaaTextures
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewSmaaPipelines
impl Component for ViewSmaaPipelines
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Skybox
impl Component for Skybox
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewTonemappingPipeline
impl Component for ViewTonemappingPipeline
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewUpscalingPipeline
impl Component for ViewUpscalingPipeline
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ClusteredDecal
Required Components: Transform
, Visibility
, VisibilityClass
.
impl Component for ClusteredDecal
Required Components: Transform
, Visibility
, VisibilityClass
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ForwardDecal
Required Components: Mesh3d
.
impl Component for ForwardDecal
Required Components: Mesh3d
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for DeferredLightingPipeline
impl Component for DeferredLightingPipeline
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for PbrDeferredLightingDepthId
impl Component for PbrDeferredLightingDepthId
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for IrradianceVolume
impl Component for IrradianceVolume
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for AtmosphereTextures
impl Component for AtmosphereTextures
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for AtmosphereTransformsOffset
impl Component for AtmosphereTransformsOffset
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Atmosphere
Required Components: AtmosphereSettings
.
impl Component for Atmosphere
Required Components: AtmosphereSettings
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for AtmosphereSettings
impl Component for AtmosphereSettings
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for CascadeShadowConfig
impl Component for CascadeShadowConfig
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Cascades
impl Component for Cascades
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for CascadesVisibleEntities
impl Component for CascadesVisibleEntities
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Clusters
impl Component for Clusters
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for CubemapVisibleEntities
impl Component for CubemapVisibleEntities
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for EnvironmentMapUniform
impl Component for EnvironmentMapUniform
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ExtractedClusterConfig
impl Component for ExtractedClusterConfig
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ExtractedClusterableObjects
impl Component for ExtractedClusterableObjects
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ExtractedDirectionalLight
impl Component for ExtractedDirectionalLight
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ExtractedPointLight
impl Component for ExtractedPointLight
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for FogVolume
Required Components: Transform
, Visibility
.
impl Component for FogVolume
Required Components: Transform
, Visibility
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for LightViewEntities
impl Component for LightViewEntities
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Lightmap
impl Component for Lightmap
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for MaterialBindGroupId
impl Component for MaterialBindGroupId
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for MeshTransforms
impl Component for MeshTransforms
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for MeshViewBindGroup
impl Component for MeshViewBindGroup
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for MorphIndex
impl Component for MorphIndex
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for NotShadowCaster
impl Component for NotShadowCaster
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for NotShadowReceiver
impl Component for NotShadowReceiver
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for PreprocessBindGroups
impl Component for PreprocessBindGroups
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for PreviousGlobalTransform
impl Component for PreviousGlobalTransform
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for RenderCascadesVisibleEntities
impl Component for RenderCascadesVisibleEntities
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for RenderCubemapVisibleEntities
impl Component for RenderCubemapVisibleEntities
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for RenderVisibleMeshEntities
impl Component for RenderVisibleMeshEntities
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ScreenSpaceAmbientOcclusion
Required Components: DepthPrepass
, NormalPrepass
.
impl Component for ScreenSpaceAmbientOcclusion
Required Components: DepthPrepass
, NormalPrepass
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ScreenSpaceAmbientOcclusionResources
impl Component for ScreenSpaceAmbientOcclusionResources
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ScreenSpaceReflections
Required Components: DepthPrepass
, DeferredPrepass
.
impl Component for ScreenSpaceReflections
Required Components: DepthPrepass
, DeferredPrepass
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ScreenSpaceReflectionsPipelineId
impl Component for ScreenSpaceReflectionsPipelineId
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ScreenSpaceReflectionsUniform
impl Component for ScreenSpaceReflectionsUniform
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ShadowView
impl Component for ShadowView
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for SkipGpuPreprocess
impl Component for SkipGpuPreprocess
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for TransmittedShadowReceiver
impl Component for TransmittedShadowReceiver
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewClusterBindings
impl Component for ViewClusterBindings
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewEnvironmentMapUniformOffset
impl Component for ViewEnvironmentMapUniformOffset
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewFogUniformOffset
impl Component for ViewFogUniformOffset
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewLightEntities
impl Component for ViewLightEntities
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewLightProbesUniformOffset
impl Component for ViewLightProbesUniformOffset
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewLightsUniformOffset
impl Component for ViewLightsUniformOffset
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewScreenSpaceReflectionsUniformOffset
impl Component for ViewScreenSpaceReflectionsUniformOffset
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ViewShadowBindings
impl Component for ViewShadowBindings
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for VisibleClusterableObjects
impl Component for VisibleClusterableObjects
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for VisibleMeshEntities
impl Component for VisibleMeshEntities
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for VolumetricFog
impl Component for VolumetricFog
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for VolumetricLight
impl Component for VolumetricLight
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ExtractedWireframeColor
impl Component for ExtractedWireframeColor
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Mesh3dWireframe
impl Component for Mesh3dWireframe
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for NoWireframe
impl Component for NoWireframe
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Wireframe
impl Component for Wireframe
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for WireframeColor
impl Component for WireframeColor
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Location
impl Component for Location
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for PointerInteraction
impl Component for PointerInteraction
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for PointerLocation
impl Component for PointerLocation
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for PointerPress
impl Component for PointerPress
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for AmbientLight
Required Components: Camera
.
impl Component for AmbientLight
Required Components: Camera
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Camera2d
Required Components: Camera
, DebandDither
, CameraRenderGraph
, Projection
, Frustum
, Tonemapping
.
impl Component for Camera2d
Required Components: Camera
, DebandDither
, CameraRenderGraph
, Projection
, Frustum
, Tonemapping
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Camera3d
Required Components: Camera
, DebandDither
, CameraRenderGraph
, Projection
, Tonemapping
, ColorGrading
, Exposure
.
impl Component for Camera3d
Required Components: Camera
, DebandDither
, CameraRenderGraph
, Projection
, Tonemapping
, ColorGrading
, Exposure
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Camera
Required Components: Frustum
, CameraMainTextureUsages
, VisibleEntities
, Transform
, Visibility
, Msaa
, SyncToRenderWorld
.
impl Component for Camera
Required Components: Frustum
, CameraMainTextureUsages
, VisibleEntities
, Transform
, Visibility
, Msaa
, SyncToRenderWorld
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for ChildOf
impl Component for ChildOf
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Immutable
Source§impl Component for Children
impl Component for Children
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for DirectionalLight
Required Components: Cascades
, CascadesFrusta
, CascadeShadowConfig
, CascadesVisibleEntities
, Transform
, Visibility
, VisibilityClass
.
impl Component for DirectionalLight
Required Components: Cascades
, CascadesFrusta
, CascadeShadowConfig
, CascadesVisibleEntities
, Transform
, Visibility
, VisibilityClass
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for DistanceFog
impl Component for DistanceFog
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for EnvironmentMapLight
impl Component for EnvironmentMapLight
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Gamepad
Required Components: GamepadSettings
.
impl Component for Gamepad
Required Components: GamepadSettings
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for GamepadSettings
impl Component for GamepadSettings
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for GlobalTransform
impl Component for GlobalTransform
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for InheritedVisibility
impl Component for InheritedVisibility
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for LightProbe
Required Components: Transform
, Visibility
.
impl Component for LightProbe
Required Components: Transform
, Visibility
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Mesh2d
Required Components: Transform
, Visibility
, VisibilityClass
.
impl Component for Mesh2d
Required Components: Transform
, Visibility
, VisibilityClass
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Mesh3d
Required Components: Transform
, Visibility
, VisibilityClass
.
impl Component for Mesh3d
Required Components: Transform
, Visibility
, VisibilityClass
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for MorphWeights
impl Component for MorphWeights
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Name
impl Component for Name
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Observer
impl Component for Observer
const STORAGE_TYPE: StorageType = StorageType::SparseSet
type Mutability = Mutable
Source§impl Component for Pickable
impl Component for Pickable
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for PointLight
Required Components: CubemapFrusta
, CubemapVisibleEntities
, Transform
, Visibility
, VisibilityClass
.
impl Component for PointLight
Required Components: CubemapFrusta
, CubemapVisibleEntities
, Transform
, Visibility
, VisibilityClass
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for SpotLight
Required Components: Frustum
, VisibleMeshEntities
, Transform
, Visibility
, VisibilityClass
.
impl Component for SpotLight
Required Components: Frustum
, VisibleMeshEntities
, Transform
, Visibility
, VisibilityClass
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
type Mutability = Mutable
Source§impl Component for Transform
Required Components: GlobalTransform
, TransformTreeChanged
.
impl Component for Transform
Required Components: GlobalTransform
, TransformTreeChanged
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.