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# Objective
> System chaining is a confusing name: it implies the ability to construct non-linear graphs, and suggests a sense of system ordering that is only incidentally true. Instead, it actually works by passing data from one system to the next, much like the pipe operator.
> In the accepted [stageless RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/45-stageless.md), this concept is renamed to piping, and "system chaining" is used to construct groups of systems with ordering dependencies between them.
Fixes#6225.
## Changelog
System chaining has been renamed to system piping to improve clarity (and free up the name for new ordering APIs).
## Migration Guide
The `.chain(handler_system)` method on systems is now `.pipe(handler_system)`.
The `IntoChainSystem` trait is now `IntoPipeSystem`, and the `ChainSystem` struct is now `PipeSystem`.
Copy file name to clipboardExpand all lines: examples/README.md
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[Removal Detection](../examples/ecs/removal_detection.rs) | Query for entities that had a specific component removed in a previous stage during the current frame
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[Startup System](../examples/ecs/startup_system.rs) | Demonstrates a startup system (one that runs once when the app starts up)
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[State](../examples/ecs/state.rs) | Illustrates how to use States to control transitioning from a Menu state to an InGame state
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[System Chaining](../examples/ecs/system_chaining.rs) | Chain two systems together, specifying a return type in a system (such as `Result`)
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[System Closure](../examples/ecs/system_closure.rs) | Show how to use closures as systems, and how to configure `Local` variables by capturing external state
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[System Parameter](../examples/ecs/system_param.rs) | Illustrates creating custom system parameters with `SystemParam`
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[System Piping](../examples/ecs/system_piping.rs) | Pipe the output of one system into a second, allowing you to handle any errors gracefully
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[System Sets](../examples/ecs/system_sets.rs) | Shows `SystemSet` use along with run criterion
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[Timers](../examples/ecs/timers.rs) | Illustrates ticking `Timer` resources inside systems and handling their state
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