From a9a70dc822f42c822e2cef9aee03388f5ecbc94f Mon Sep 17 00:00:00 2001 From: Alice Cecile Date: Wed, 18 Oct 2023 18:47:14 -0400 Subject: [PATCH] Revise introduction --- content/news/2023-10-21-bevy-0.12/index.md | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/content/news/2023-10-21-bevy-0.12/index.md b/content/news/2023-10-21-bevy-0.12/index.md index 08622dd3bf..40ea605b7b 100644 --- a/content/news/2023-10-21-bevy-0.12/index.md +++ b/content/news/2023-10-21-bevy-0.12/index.md @@ -23,7 +23,10 @@ Since our last release a few months ago we've added a _ton_ of new features, bug
authors: @alice-i-cecile @pascualex, @Trashtalk217, @Zeenobit
-Previously, in order to run a system you'd have to add it to a schedule. But while schedules are very useful, not every system needs that sort of overhead. Hence the introduction of one-shot systems. +Ordinarily, systems run once per frame, as part of a schedule. +But what if you don't want to poll for them regularly? +Maybe you're responding to a very rare event like in a complex turn-based game, or simply don't want to clutter your schedule with a new system for every single button. +One-shot systems flip that logic on its head, and provide you the ability to run arbitrary logic on demand, using the powerful and familiar system syntax. ```rust #[derive(Resource, Default, Debug)]