davier
davier
I think the `Clone` registration could be part of `Reflect`, like for `Hash`, `PartialEq` and `Serialize`
Actually, it may already be possible using this: It doesn't use `Clone` at all, instead it applies a reflected component on a new defaulted component.
> Should we make similar changes to other material code? I honestly don't know, which is why I didn't do it. I would need to try it to see how...
I tried to gather my thoughts. ## Vertex buffers The `Material` and `Material2d` pipelines use the `Mesh` and `Mesh2d` pipelines, which make it possible to configure the mesh vertex buffer....
One existing tool for this is `DynamicScene`s, and the [`bevy::scene::Entity`](https://docs.rs/bevy/latest/bevy/scene/struct.Entity.html) type they contain (which is not the `Entity` you're thinking about ;-)