Expand description
Asset processing in Bevy is a framework for automatically transforming artist-authored assets into the format that best suits the needs of your particular game.
You can think of the asset processing system as a “build system” for assets.
When an artist adds a new asset to the project or an asset is changed (assuming asset hot reloading is enabled), the asset processing system will automatically perform the specified processing steps on the asset.
This can include things like creating lightmaps for baked lighting, compressing a .wav
file to an .ogg
, or generating mipmaps for a texture.
Its core values are:
- Automatic: new and changed assets should be ready to use in-game without requiring any manual conversion or cleanup steps.
- Configurable: every game has its own needs, and a high level of transparency and control is required.
- Lossless: the original asset should always be preserved, ensuring artists can make changes later.
- Deterministic: performing the same processing steps on the same asset should (generally) produce the exact same result. In cases where this doesn’t make sense (steps that involve a degree of randomness or uncertainty), the results across runs should be “acceptably similar”, as they will be generated once for a given set of inputs and cached.
Taken together, this means that the original asset plus the processing steps should be enough to regenerate the final asset. While it may be possible to manually edit the final asset, this should be discouraged. Final post-processed assets should generally not be version-controlled, except to save developer time when recomputing heavy asset processing steps.
§Usage
Asset processing can be enabled or disabled in AssetPlugin
by setting the AssetMode
.
Enable Bevy’s file_watcher
feature to automatically watch for changes to assets and reprocess them.
To register a new asset processor, use AssetProcessor::register_processor
.
To set the default asset processor for a given extension, use AssetProcessor::set_default_processor
.
In most cases, these methods will be called directly on App
using the AssetApp
extension trait.
If a default asset processor is set, assets with a matching extension will be processed using that processor before loading.
For an end-to-end example, check out the examples in the examples/asset/processing
directory of the Bevy repository.
§Defining asset processors
Bevy provides two different ways to define new asset processors:
LoadTransformAndSave
+AssetTransformer
: a high-level API for loading, transforming, and saving assets.Process
: a flexible low-level API for processing assets in arbitrary ways.
In most cases, LoadTransformAndSave
should be sufficient.
Structs§
- A “background” asset processor that reads asset values from a source
AssetSource
(which corresponds to anAssetReader
/AssetWriter
pair), processes them in some way, and writes them to a destinationAssetSource
. - Internal data stored inside an
AssetProcessor
. - A flexible
Process
implementation that loads the sourceAsset
using theL
AssetLoader
, then transforms theL
asset into anS
AssetSaver
asset using theT
AssetTransformer
, and lastly saves the asset using theS
AssetSaver
. - Settings for the
LoadTransformAndSave
Process::Settings
implementation. - Provides scoped data access to the
AssetProcessor
. This must only expose processor data that is represented in the asset’s hash. - The “current” in memory view of the asset space. This is “eventually consistent”. It does not directly represent the state of assets in storage, but rather a valid historical view that will gradually become more consistent as events are processed.
- A “write ahead” logger that helps ensure asset importing is transactional.
- An error that occurs when writing to the
ProcessorTransactionLog
fails.
Enums§
- An error that occurs when initializing the
AssetProcessor
. - An error that occurs when validating individual
ProcessorTransactionLog
entries. - An error that is encountered during
Process::process
. - The (successful) result of processing an asset
- The final status of processing an asset
- The current state of the
AssetProcessor
. - An error that occurs when reading from the
ProcessorTransactionLog
fails. - An error that occurs when validating the
ProcessorTransactionLog
fails.
Traits§
- A type-erased variant of
Process
that enables interacting with processor implementations without knowing their type. - Asset “processor” logic that reads input asset bytes (stored on
ProcessContext
), processes the value in some way, and then writes the final processed bytes withWriter
. The resulting bytes must be loadable with the givenProcess::OutputLoader
.
Type Aliases§
- Load
AndSave Deprecated A flexibleProcess
implementation that loads the sourceAsset
using theL
AssetLoader
, then saves thatL
asset using theS
AssetSaver
. - Load
AndSave Settings Deprecated Settings for theLoadAndSave
Process::Settings
implementation.