Assets / Extra asset source

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

extra_source.rs:
//! 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},
    AssetPath,
};
use bevy::prelude::*;
use std::path::Path;

fn main() {
    App::new()
        // Add an extra asset source with the name "example_files" to
        // AssetSourceBuilders.
        //
        // This must be done before AssetPlugin finalizes building assets.
        .register_asset_source(
            "example_files",
            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_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());

    // 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),
        ..default()
    });
}