Assets / Embedded Asset

Back to examples View in GitHub

Support Warning

WebGPU is currently only supported on Chrome starting with version 113, and only on desktop. If they don't work on your configuration, you can check the WebGL2 examples here.

//! Example of loading an embedded asset.

use bevy::asset::{embedded_asset, io::AssetSourceId, AssetPath};
use bevy::prelude::*;
use std::path::Path;

fn main() {
        .add_plugins((DefaultPlugins, EmbeddedAssetPlugin))
        .add_systems(Startup, setup)

struct EmbeddedAssetPlugin;

impl Plugin for EmbeddedAssetPlugin {
    fn build(&self, app: &mut App) {
        // We get to choose some prefix relative to the workspace root which
        // will be ignored in "embedded://" asset paths.
        let omit_prefix = "examples/asset";
        // Path to asset must be relative to this file, because that's how
        // include_bytes! works.
        embedded_asset!(app, omit_prefix, "bevy_pixel_light.png");

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {

    // Each example is its own crate (with name from [[example]] in Cargo.toml).
    let crate_name = "embedded_asset";

    // The actual file path relative to workspace root is
    // "examples/asset/bevy_pixel_light.png".
    // We omit the "examples/asset" from the embedded_asset! call and replace it
    // with the crate name.
    let path = Path::new(crate_name).join("bevy_pixel_light.png");
    let source = AssetSourceId::from("embedded");
    let asset_path = AssetPath::from_path(&path).with_source(source);

    // You could also parse this URL-like string representation for the asset
    // path.

    commands.spawn(SpriteBundle {
        texture: asset_server.load(asset_path),