Comments (6)
@MrGVSV it works! I was using the wrong UICameraBundle
, I was importing from bevy and not kayak. Thanks!
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Does the Window
render? The text won't render since it looks like you didn't add a font asset (unless that was setup in another system).
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The window opens as usual. I'm not loading any font asset, didn't know this was required. Let me try that
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I'm not loading any font asset, didn't know this was required.
Yeah it's required to render text (I believe you need both the PNG and the kayak_font, but I could be wrong). You check the examples for how to do that.
Hopefully, we can get the book finished soon so stuff like this is a little more discoverable :)
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@MrGVSV just loaded the font and still not rendering anything. Have both png and kayak_font. No errors on console.
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Oh it also looks like you’re missing the UICameraBundle
. You'll need to spawn that in as well.
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Related Issues (20)
- Use Dashmap to replace `Rwlock<Hashmap>`
- UI materials have some usability friction when used to bevy shaders
- UI materials do not seem to respect z-ordering
- Quads with borders cannot have a transparent background HOT 1
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- tree::should_remove_root test failed
- Make `Tree` have internal mutablity
- hello_world example is blank when copied into project HOT 3
- Input lag HOT 1
- Text Rendering Inverted HOT 2
- Is there a way to import Chinese fonts? HOT 1
- Add support for text outlines
- Dynamically rendering widgets inside the rsx! block ? HOT 1
- Consider removing the 'Styles' (KStyle) as an input, only leaving ComputedStyles
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- Missing example: mouse cursor position to render position
- Can't query custom widget props HOT 1
- Font loading from subdirectories fails for nested .ttf files
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