About:

Unity-inspired entity hierarchy and component editor via amethyst-imgui

Basic sage:

  1. #[derive(Inspect)] on all components that you want to show up in the inspector. For example: ```rust // InspectControl is a derive for drawing nested structs

    [derive(Clone, InspectControl)]

pub struct Movement { // nullto is what the field is set to on right click // speed is how fast the slider can be dragged #[inspect(nullto = 10., speed = 0.1)] pub speed: f32, pub direction: Vector2, }

[derive(Component, Clone, Inspect)]

// #[inspect(nodefault)] would disable adding this component pub struct Player { // will only show a dropdown for entities with this component // also works for non-option Entity (however that can't be defaulted), U64Marker, Option #[inspect(withcomponent = "cmp::Location")] pub location: Option, pub movement: Movement, // similar to serde(skip) - don't create a control for this field #[inspect(skip)] pub schlonk: Schlonker, } 2. List all your components you want to show up in the inspector with an `inspector!` macro. This creates a system called `Inspector`. rust inspector![ Named, Transform, Rgba, ]; 3. Add `InspectorHierarchy` and `Inspector` systems. rust .with(amethyst_inspector::InspectorHierarchy::::default(), "", &[]) .with(Inspector, "", &[""]) ```

Help wanted

Drop me a line on discord or create an issue if you can help or have advice:

screenshot