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Custom Atlas loading #27
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This is a bit awkward, because I don't think Bevy has support for this. A similar problem exists with gltf files. Loading a gltf file results in other files being loaded, but if the gltf file was an embedded asset, Bevy still tries to load these other files from disk. It would be possible to do, but if your goal is to embed all assets, then I recommend using bevy_embedded_assets with The issue with using Adding an option to adjust Spine texture paths is a feature we should probably implement regardless. |
Hey thanks for the quick reply, I didn't know about bevy_embedded_assets, will check it out for sure, maybe it solves my problem completely. In the meanwhile maybe you can help me understand better why this doesnt work in the first place. I load the atlas using a URL like This should in most cases be what user wants if you build on the assumption that the .png`s and the .atlas files live not only in the same directory (you are already assuming that) but also in the same filesystem. Can you clarify what actually happens? |
The asset loading in It turns out there is, and I believe this is all we need: #28 |
Indeed bevy_embedded_assets solved my problem quite well, thanks again for the pointer :) Would ofc still be cool to see bevy_spine allowing to load the pngs from the same place as the atlas file :) |
Could you try pulling in the PR #28? If it works, I will merge it. |
Sorry, had a lot going on, looks good to me :) |
I would like to bundle all my assets with my binary file and for that use the embedded_asset! macro. This works fine for the skeleton and .atlas for which I call the asset loader myself, however it seems bevy_spine assumes that the actual atlas png is a file on disk which isnt the case for me.
Is there any way to customize how that png is loaded so I can use my own method?
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