Assets / Custom Asset IO

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This example is running in WebGL2 and should work in most browsers. You can check the WebGPU examples here.

//! Implements a custom asset io loader.
//! An [`AssetIo`] is what the asset server uses to read the raw bytes of assets.
//! It does not know anything about the asset formats, only how to talk to the underlying storage.

use bevy::{
    asset::{AssetIo, AssetIoError, ChangeWatcher, Metadata},
    prelude::*,
    utils::BoxedFuture,
};
use std::path::{Path, PathBuf};

/// A custom asset io implementation that simply defers to the platform default
/// implementation.
///
/// This can be used as a starting point for developing a useful implementation
/// that can defer to the default when needed.
struct CustomAssetIo(Box<dyn AssetIo>);

impl AssetIo for CustomAssetIo {
    fn load_path<'a>(&'a self, path: &'a Path) -> BoxedFuture<'a, Result<Vec<u8>, AssetIoError>> {
        info!("load_path({path:?})");
        self.0.load_path(path)
    }

    fn read_directory(
        &self,
        path: &Path,
    ) -> Result<Box<dyn Iterator<Item = PathBuf>>, AssetIoError> {
        info!("read_directory({path:?})");
        self.0.read_directory(path)
    }

    fn watch_path_for_changes(
        &self,
        to_watch: &Path,
        to_reload: Option<PathBuf>,
    ) -> Result<(), AssetIoError> {
        info!("watch_path_for_changes({to_watch:?}, {to_reload:?})");
        self.0.watch_path_for_changes(to_watch, to_reload)
    }

    fn watch_for_changes(&self, configuration: &ChangeWatcher) -> Result<(), AssetIoError> {
        info!("watch_for_changes()");
        self.0.watch_for_changes(configuration)
    }

    fn get_metadata(&self, path: &Path) -> Result<Metadata, AssetIoError> {
        info!("get_metadata({path:?})");
        self.0.get_metadata(path)
    }
}

/// A plugin used to execute the override of the asset io
struct CustomAssetIoPlugin;

impl Plugin for CustomAssetIoPlugin {
    fn build(&self, app: &mut App) {
        let default_io = AssetPlugin::default().create_platform_default_asset_io();

        // create the custom asset io instance
        let asset_io = CustomAssetIo(default_io);

        // the asset server is constructed and added the resource manager
        app.insert_resource(AssetServer::new(asset_io));
    }
}

fn main() {
    App::new()
        .add_plugins(
            DefaultPlugins
                .build()
                // the custom asset io plugin must be inserted in-between the
                // `CorePlugin' and `AssetPlugin`. It needs to be after the
                // CorePlugin, so that the IO task pool has already been constructed.
                // And it must be before the `AssetPlugin` so that the asset plugin
                // doesn't create another instance of an asset server. In general,
                // the AssetPlugin should still run so that other aspects of the
                // asset system are initialized correctly.
                .add_before::<bevy::asset::AssetPlugin, _>(CustomAssetIoPlugin),
        )
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    commands.spawn(SpriteBundle {
        texture: asset_server.load("branding/icon.png"),
        ..default()
    });
}