use bevy::prelude::*; #[derive(Component)] struct Rotator; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, rotate) .run(); } fn setup(mut commands: Commands, asset_server: Res) { commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); commands.spawn(PointLightBundle { point_light: PointLight { shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); for x in -1..2 { for y in -1..2 { commands.spawn(( SceneBundle { scene: asset_server.load("test-cube.glb#Scene0"), transform: Transform::from_xyz((x * 3) as f32, 0.0, (y * 3) as f32), ..default() }, Rotator, )); } } } fn rotate(mut query: Query<&mut Transform, With>, time: Res