Warning
This crate is in early development, and its API may change in the future.
A Bevy plugin to allows to efficiently pack all game assets, such as textures, audio files, and other resources, into a single common PAK like file format.
By default, the pack_assets_folder
function compress metadata with Brotli and uses Deflate for data except for some specific loaders/extensions:
Compression Method | Extensions/Loaders |
---|---|
None | .exr, .basis, .ktx2, .qoi, .qoa, .ogg, .oga, .spx, .mp3 |
Brotli | .ron, .json, .yml, .yaml, .toml, .txt, .ini, .cfg, .gltf, .wgsl, .glsl, .hlsl, .vert, .frag, .vs, .fs, .lua, .svg, .js, .html, .css, .xml, .mtlx, .usda |
Deflate | Default |
Pack assets folder with pack_assets_folder
function:
# Cargo.toml
[dependencies]
bevy = "0.14"
bevy-histrion-packer = "0.4"
[build-dependencies]
bevy = { version = "0.14", features = [
"asset_processor",
"file_watcher",
"embedded_watcher",
] }
bevy-histrion-packer = { version = "0.4", features = [
"writer",
] }
// build.rs
fn main() -> Result<(), Box<dyn std::error::Error>> {
// only run this code for release builds
#[cfg(not(debug_assertions))]
{
use bevy::{app::ScheduleRunnerPlugin, prelude::*};
use bevy_histrion_packer::pack_assets_folder;
use std::path::Path;
let imported_assets = Path::new("imported_assets");
// delete the imported_assets folder
if imported_assets.exists() {
std::fs::remove_dir_all(imported_assets)?;
}
// generate the processed assets during build time
let mut app = App::new();
app.add_plugins(MinimalPlugins.set(ScheduleRunnerPlugin::run_once()))
.add_plugins(bevy::asset::AssetPlugin {
mode: AssetMode::Processed,
..Default::default()
})
.init_asset::<Shader>()
.init_asset_loader::<bevy::render::render_resource::ShaderLoader>()
.add_plugins(bevy::render::texture::ImagePlugin::default())
.add_plugins(bevy::pbr::PbrPlugin::default())
.add_plugins(bevy::gltf::GltfPlugin::default());
app.run();
// pack the assets folder
let source = Path::new("imported_assets/Default");
let destination = Path::new("assets.hpak");
pack_assets_folder(&source, &destination)?;
}
Ok(())
}
It's also possible to have more control over the packing process with Writer
:
// build.rs
fn main() -> Result<(), Box<dyn std::error::Error>> {
// only run this code for release builds
#[cfg(not(debug_assertions))]
{
use bevy_histrion_packer::{CompressionAlgorithm, WriterBuilder};
use std::fs::{File, OpenOptions};
use std::path::Path;
let destination = Path::new("assets.hpak");
let mut writer = WriterBuilder::new(
OpenOptions::new()
.write(true)
.truncate(true)
.create(true)
.open(&destination)?,
)
.meta_compression(CompressionAlgorithm::Brotli)
.build()?;
let mut data = File::open("assets/texture_1.png")?;
let mut meta = File::open("assets/texture_1.png.meta")?;
writer.add_entry(
Path::new("my_texture_path.png"),
&mut meta,
&mut data,
CompressionAlgorithm::Deflate,
)?;
// ...
writer.finish()?;
}
Ok(())
}
// main.rs
use bevy::prelude::*;
use bevy_histrion_packer::HistrionPackerPlugin;
fn main() {
let mut app = App::new();
app.add_plugins(
DefaultPlugins
.build()
.add_before::<bevy::asset::AssetPlugin, HistrionPackerPlugin>(
HistrionPackerPlugin {
source: "assets.hpak".into(),
mode: bevy_histrion_packer::HistrionPackerMode::ReplaceDefaultProcessed,
},
)
.set(bevy::asset::AssetPlugin {
mode: AssetMode::Processed,
..default()
}),
);
app.run();
}
Feature | Description |
---|---|
deflate | Enables the deflate compression algorithm. |
brotli | Enables the brotli compression algorithm. |
writer | Enables the writer feature, to generate a HPAK file from a folder manually with Writer . |
bevy | bevy-histrion-packer |
---|---|
0.14 |
0.4 |
0.13 |
0.2-0.3 |
0.12 |
0.1 |
Dual-licensed under either of
- Apache License, Version 2.0, (LICENSE-APACHE or https://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or https://opensource.org/licenses/MIT)
at your option.
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.