You can do the inverse and use `Query` which already has a function that iterates recursively over the children of children `.iter_descendants(entity)`
Yes you do but once you abstract it into a system which does it for everything you don't really have to think about it anymore. I believe there will be a big update to animation with Bevy 0.14 so maybe things will change then.
Hey thanks for referencing my video about smooth anims with Bevy (ua-cam.com/video/P6ZXwskKKPE/v-deo.html) at the end of your video. I didn't know! And thanks for your contribution. As I'm making progress in my game I'll certainly come back to it to handle anims with several entities. Just subscribed ;)
Good video and disappointment about Bevy. The engine can't do multiple different animations for each different characters(entities), and need the workaround for it?
You can do the inverse and use `Query` which already has a function that iterates recursively over the children of children `.iter_descendants(entity)`
In my research I saw others suggesting this method. I believe it would work but you might end up iterating over more entities.
Just what I was looking for
I like that bevy is handson and don't rely too much on an editor. But this is a bit extreme. Do you have to do this for every enemy you spawn?
Yes you do but once you abstract it into a system which does it for everything you don't really have to think about it anymore. I believe there will be a big update to animation with Bevy 0.14 so maybe things will change then.
Hey thanks for referencing my video about smooth anims with Bevy (ua-cam.com/video/P6ZXwskKKPE/v-deo.html) at the end of your video. I didn't know! And thanks for your contribution. As I'm making progress in my game I'll certainly come back to it to handle anims with several entities. Just subscribed ;)
Glad I can help, and looking forward to seeing your game as it progresses!
Good video and disappointment about Bevy. The engine can't do multiple different animations for each different characters(entities), and need the workaround for it?
Thanks! I both hope and believe they will make animation easier in the future.