Assets / Extra asset source

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.
//! An example of registering an extra asset source, and loading assets from it.
//! This asset source exists in addition to the default asset source.

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

fn main() {
        // Add an extra asset source with the name "example_files" to
        // AssetSourceBuilders.
        // This must be done before AssetPlugin finalizes building assets.
            AssetSourceBuilder::platform_default("examples/asset/files", None),
        // DefaultPlugins contains AssetPlugin so it must be added to our App
        // after inserting our new asset source.
        .add_systems(Startup, setup)

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

    // Now we can load the asset using our new asset source.
    // The actual file path relative to workspace root is
    // "examples/asset/files/bevy_pixel_light.png".
    let path = Path::new("bevy_pixel_light.png");
    let source = AssetSourceId::from("example_files");
    let asset_path = AssetPath::from_path(path).with_source(source);

    // You could also parse this URL-like string representation for the asset
    // path.
    assert_eq!(asset_path, "example_files://bevy_pixel_light.png".into());

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