A simple 3D bevy toy project for testing the lightyear crate. Made from this template by Piefayth and the fps example from the lightyear git repository.
- Defaults to 3d + leafwing + predicted (player) + interpolated remotes
- Launcher driven by .ron settings files
- Client that can start and stop hosting (in a second app / second thread) while the app is running.
- Simple zero-dependency asset abstraction for arranging loading states around groups of assets
- Unified asset folder for client/server
- Includes an opportunity for asset postprocessing, to add, as this template does, resources like Colliders to entities in converted GLTF Scenes
- Distinct Local/Networked inputs
- Basic Visual and Networked interpolation setups
- Main and ingame menus for connect/disconnect
cargo run client -c 1
cargo run server
Preloads assets during a managed loading state. Allows for postprocessing loaded GLTFs. Example adds colliders to loaded GLTF.
Contains all shared gameplay logic between client and server.
Non-bevy management code for configuring the client and server apps before running them.
Lightyear protocol code. Separate from shared to save on compile time.
Shared logic between client and headed server. Anything that the headless server can't run goes here.
Configuration can be modified in crates/launcher/options and extended in crates/launcher/launch_options.rs.