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<!-- MD024 - The Headers from the Platform - Specific Examples should be identical -->
<!-- markdownlint - disable - file MD024 -->
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# Examples
These examples demonstrate the main features of Bevy and how to use them.
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To run an example, use the command `cargo run --example <Example>` , and add the option `--features x11` or `--features wayland` to force the example to run on a specific window compositor, e.g.
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```sh
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cargo run --features wayland --example hello_world
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```
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**⚠️ Note: for users of releases on crates.io!**
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There are often large differences and incompatible API changes between the latest [crates.io ](https://crates.io/crates/bevy ) release and the development version of Bevy in the git main branch!
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If you are using a released version of bevy, you need to make sure you are viewing the correct version of the examples!
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- Latest release: [https://github.com/bevyengine/bevy/tree/latest/examples ](https://github.com/bevyengine/bevy/tree/latest/examples )
- Specific version, such as `0.4` : [https://github.com/bevyengine/bevy/tree/v0.4.0/examples ](https://github.com/bevyengine/bevy/tree/v0.4.0/examples )
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When you clone the repo locally to run the examples, use `git checkout` to get the correct version:
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```bash
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# `latest` always points to the newest release
git checkout latest
# or use a specific version
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git checkout v0.4.0
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```
---
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## Table of Contents
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Adding `WorldQuery` for `WithBundle` (#2024)
In response to #2023, here is a draft for a PR.
Fixes #2023
I've added an example to show how to use `WithBundle`, and also to test it out.
Right now there is a bug: If a bundle and a query are "the same", then it doesn't filter out
what it needs to filter out.
Example:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy( <========= This should not get printed
111,
)
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
However, it behaves the right way, if I add one more component to the bundle,
so the query and the bundle doesn't look the same:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
I hope this helps. I'm definitely up for tinkering with this, and adding anything that I'm asked to add
or change.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-28 21:03:10 +00:00
- [Examples ](#examples )
- [Table of Contents ](#table-of-contents )
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- [The Bare Minimum ](#the-bare-minimum )
- [Hello, World! ](#hello-world )
- [Cross-Platform Examples ](#cross-platform-examples )
- [2D Rendering ](#2d-rendering )
- [3D Rendering ](#3d-rendering )
- [Application ](#application )
- [Assets ](#assets )
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- [Async Tasks ](#async-tasks )
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- [Audio ](#audio )
- [Diagnostics ](#diagnostics )
- [ECS (Entity Component System) ](#ecs-entity-component-system )
- [Games ](#games )
- [Input ](#input )
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- [Reflection ](#reflection )
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- [Scene ](#scene )
- [Shaders ](#shaders )
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- [Tests ](#tests )
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- [Tools ](#tools )
- [UI (User Interface) ](#ui-user-interface )
- [Window ](#window )
- [Platform-Specific Examples ](#platform-specific-examples )
- [Android ](#android )
Adding `WorldQuery` for `WithBundle` (#2024)
In response to #2023, here is a draft for a PR.
Fixes #2023
I've added an example to show how to use `WithBundle`, and also to test it out.
Right now there is a bug: If a bundle and a query are "the same", then it doesn't filter out
what it needs to filter out.
Example:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy( <========= This should not get printed
111,
)
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
However, it behaves the right way, if I add one more component to the bundle,
so the query and the bundle doesn't look the same:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
I hope this helps. I'm definitely up for tinkering with this, and adding anything that I'm asked to add
or change.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-28 21:03:10 +00:00
- [Setup ](#setup )
- [Build & Run ](#build--run )
- [Old phones ](#old-phones )
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- [iOS ](#ios )
Adding `WorldQuery` for `WithBundle` (#2024)
In response to #2023, here is a draft for a PR.
Fixes #2023
I've added an example to show how to use `WithBundle`, and also to test it out.
Right now there is a bug: If a bundle and a query are "the same", then it doesn't filter out
what it needs to filter out.
Example:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy( <========= This should not get printed
111,
)
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
However, it behaves the right way, if I add one more component to the bundle,
so the query and the bundle doesn't look the same:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
I hope this helps. I'm definitely up for tinkering with this, and adding anything that I'm asked to add
or change.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-28 21:03:10 +00:00
- [Setup ](#setup-1 )
- [Build & Run ](#build--run-1 )
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- [WASM ](#wasm )
Adding `WorldQuery` for `WithBundle` (#2024)
In response to #2023, here is a draft for a PR.
Fixes #2023
I've added an example to show how to use `WithBundle`, and also to test it out.
Right now there is a bug: If a bundle and a query are "the same", then it doesn't filter out
what it needs to filter out.
Example:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy( <========= This should not get printed
111,
)
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
However, it behaves the right way, if I add one more component to the bundle,
so the query and the bundle doesn't look the same:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
I hope this helps. I'm definitely up for tinkering with this, and adding anything that I'm asked to add
or change.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-28 21:03:10 +00:00
- [Setup ](#setup-2 )
- [Build & Run ](#build--run-2 )
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# The Bare Minimum
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<!-- MD026 - Hello, World! looks better with the ! -->
<!-- markdownlint - disable - next - line MD026 -->
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## Hello, World!
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Example | File | Description
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--- | --- | ---
`hello_world` | [`hello_world.rs` ](./hello_world.rs ) | Runs a minimal example that outputs "hello world"
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# Cross-Platform Examples
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## 2D Rendering
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Example | File | Description
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--- | --- | ---
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`contributors` | [`2d/contributors.rs` ](./2d/contributors.rs ) | Displays each contributor as a bouncy bevy-ball!
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`many_sprites` | [`2d/many_sprites.rs` ](./2d/many_sprites.rs ) | Displays many sprites in a grid arragement! Used for performance testing.
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`move_sprite` | [`2d/move_sprite.rs` ](./2d/move_sprite.rs ) | Changes the transform of a sprite.
Add 2d meshes and materials (#3460)
# Objective
The current 2d rendering is specialized to render sprites, we need a generic way to render 2d items, using meshes and materials like we have for 3d.
## Solution
I cloned a good part of `bevy_pbr` into `bevy_sprite/src/mesh2d`, removed lighting and pbr itself, adapted it to 2d rendering, added a `ColorMaterial`, and modified the sprite rendering to break batches around 2d meshes.
~~The PR is a bit crude; I tried to change as little as I could in both the parts copied from 3d and the current sprite rendering to make reviewing easier. In the future, I expect we could make the sprite rendering a normal 2d material, cleanly integrated with the rest.~~ _edit: see <https://github.com/bevyengine/bevy/pull/3460#issuecomment-1003605194>_
## Remaining work
- ~~don't require mesh normals~~ _out of scope_
- ~~add an example~~ _done_
- support 2d meshes & materials in the UI?
- bikeshed names (I didn't think hard about naming, please check if it's fine)
## Remaining questions
- ~~should we add a depth buffer to 2d now that there are 2d meshes?~~ _let's revisit that when we have an opaque render phase_
- ~~should we add MSAA support to the sprites, or remove it from the 2d meshes?~~ _I added MSAA to sprites since it's really needed for 2d meshes_
- ~~how to customize vertex attributes?~~ _#3120_
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-01-08 01:29:08 +00:00
`mesh2d` | [`2d/mesh2d.rs` ](./2d/mesh2d.rs ) | Renders a 2d mesh
`mesh2d_manual` | [`2d/mesh2d_manual.rs` ](./2d/mesh2d_manual.rs ) | Renders a custom mesh "manually" with "mid-level" renderer apis.
Add an example to draw a rectangle (#2957)
# Objective
Every time I come back to Bevy I face the same issue: how do I draw a rectangle again? How did that work? So I go to https://github.com/bevyengine/bevy/tree/main/examples in the hope of finding literally the simplest possible example that draws something on the screen without any dependency such as an image. I don't want to have to add some image first, I just quickly want to get something on the screen with `main.rs` alone so that I can continue building on from that point on. Such an example is particularly helpful for a quick start for smaller projects that don't even need any assets such as images (this is my case currently).
Currently every single example of https://github.com/bevyengine/bevy/tree/main/examples#2d-rendering (which is the first section after hello world that beginners will look for for very minimalistic and quick examples) depends on at least an asset or is too complex. This PR solves this.
It also serves as a great comparison for a beginner to realize what Bevy is really like and how different it is from what they may expect Bevy to be. For example for someone coming from [LÖVE](https://love2d.org/), they will have something like this in their head when they think of drawing a rectangle:
```lua
function love.draw()
love.graphics.setColor(0.25, 0.25, 0.75);
love.graphics.rectangle("fill", 0, 0, 50, 50);
end
```
This, of course, differs quite a lot from what you do in Bevy. I imagine there will be people that just want to see something as simple as this in comparison to have a better understanding for the amount of differences.
## Solution
Add a dead simple example drawing a blue 50x50 rectangle in the center with no more and no less than needed.
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`rect` | [`2d/rect.rs` ](./2d/rect.rs ) | Renders a rectangle
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`sprite` | [`2d/sprite.rs` ](./2d/sprite.rs ) | Renders a sprite
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`sprite_sheet` | [`2d/sprite_sheet.rs` ](./2d/sprite_sheet.rs ) | Renders an animated sprite
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`text2d` | [`2d/text2d.rs` ](./2d/text2d.rs ) | Generates text in 2d
Add Sprite Flipping (#1407)
OK, here's my attempt at sprite flipping. There are a couple of points that I need review/help on, but I think the UX is about ideal:
```rust
.spawn(SpriteBundle {
material: materials.add(texture_handle.into()),
sprite: Sprite {
// Flip the sprite along the x axis
flip: SpriteFlip { x: true, y: false },
..Default::default()
},
..Default::default()
});
```
Now for the issues. The big issue is that for some reason, when flipping the UVs on the sprite, there is a light "bleeding" or whatever you call it where the UV tries to sample past the texture boundry and ends up clipping. This is only noticed when resizing the window, though. You can see a screenshot below.
![image](https://user-images.githubusercontent.com/25393315/107098172-397aaa00-67d4-11eb-8e02-c90c820cd70e.png)
I am quite baffled why the texture sampling is overrunning like it is and could use some guidance if anybody knows what might be wrong.
The other issue, which I just worked around, is that I had to remove the `#[render_resources(from_self)]` annotation from the Spritesheet because the `SpriteFlip` render resource wasn't being picked up properly in the shader when using it. I'm not sure what the cause of that was, but by removing the annotation and re-organizing the shader inputs accordingly the problem was fixed.
I'm not sure if this is the most efficient way to do this or if there is a better way, but I wanted to try it out if only for the learning experience. Let me know what you think!
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`sprite_flipping` | [`2d/sprite_flipping.rs` ](./2d/sprite_flipping.rs ) | Renders a sprite flipped along an axis
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`texture_atlas` | [`2d/texture_atlas.rs` ](./2d/texture_atlas.rs ) | Generates a texture atlas (sprite sheet) from individual sprites
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`rotation` | [`2d/rotation.rs` ](./2d/rotation.rs ) | Demonstrates rotating entities in 2D with quaternions
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## 3D Rendering
Example | File | Description
--- | --- | ---
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`3d_scene` | [`3d/3d_scene.rs` ](./3d/3d_scene.rs ) | Simple 3D scene with basic shapes and lighting
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`lighting` | [`3d/lighting.rs` ](./3d/lighting.rs ) | Illustrates various lighting options in a simple scene
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`load_gltf` | [`3d/load_gltf.rs` ](./3d/load_gltf.rs ) | Loads and renders a gltf file as a scene
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`many_cubes` | [`3d/many_cubes.rs` ](./3d/many_cubes.rs ) | Simple benchmark to test per-entity draw overhead
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`msaa` | [`3d/msaa.rs` ](./3d/msaa.rs ) | Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges
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`orthographic` | [`3d/orthographic.rs` ](./3d/orthographic.rs ) | Shows how to create a 3D orthographic view (for isometric-look games or CAD applications)
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`parenting` | [`3d/parenting.rs` ](./3d/parenting.rs ) | Demonstrates parent->child relationships and relative transformations
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`pbr` | [`3d/pbr.rs` ](./3d/pbr.rs ) | Demonstrates use of Physically Based Rendering (PBR) properties
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`shadow_caster_receiver` | [`3d/shadow_caster_receiver.rs` ](./3d/shadow_caster_receiver.rs ) | Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene
`shadow_biases` | [`3d/shadow_biases.rs` ](./3d/shadow_biases.rs ) | Demonstrates how shadow biases affect shadows in a 3d scene
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`spherical_area_lights` | [`3d/spherical_area_lights.rs` ](./3d/spherical_area_lights.rs ) | Demonstrates how point light radius values affect light behavior.
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`texture` | [`3d/texture.rs` ](./3d/texture.rs ) | Shows configuration of texture materials
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`update_gltf_scene` | [`3d/update_gltf_scene.rs` ](./3d/update_gltf_scene.rs ) | Update a scene from a gltf file, either by spawning the scene as a child of another entity, or by accessing the entities of the scene
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`wireframe` | [`3d/wireframe.rs` ](./3d/wireframe.rs ) | Showcases wireframe rendering
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## Application
Example | File | Description
--- | --- | ---
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`custom_loop` | [`app/custom_loop.rs` ](./app/custom_loop.rs ) | Demonstrates how to create a custom runner (to update an app manually).
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`drag_and_drop` | [`app/drag_and_drop.rs` ](./app/drag_and_drop.rs ) | An example that shows how to handle drag and drop in an app.
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`empty` | [`app/empty.rs` ](./app/empty.rs ) | An empty application (does nothing)
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`empty_defaults` | [`app/empty_defaults.rs` ](./app/empty_defaults.rs ) | An empty application with default plugins
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`headless` | [`app/headless.rs` ](./app/headless.rs ) | An application that runs without default plugins
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`headless_defaults` | [`app/headless_defaults.rs` ](./app/headless_defaults.rs ) | An application that runs with default plugins, but without an actual renderer
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`logs` | [`app/logs.rs` ](./app/logs.rs ) | Illustrate how to use generate log output
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`plugin` | [`app/plugin.rs` ](./app/plugin.rs ) | Demonstrates the creation and registration of a custom plugin
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`plugin_group` | [`app/plugin_group.rs` ](./app/plugin_group.rs ) | Demonstrates the creation and registration of a custom plugin group
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`return_after_run` | [`app/return_after_run.rs` ](./app/return_after_run.rs ) | Show how to return to main after the Bevy app has exited
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`thread_pool_resources` | [`app/thread_pool_resources.rs` ](./app/thread_pool_resources.rs ) | Creates and customizes the internal thread pool
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`without_winit` | [`app/without_winit.rs` ](./app/without_winit.rs ) | Create an application without winit (runs single time, no event loop)
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## Assets
Example | File | Description
--- | --- | ---
`asset_loading` | [`asset/asset_loading.rs` ](./asset/asset_loading.rs ) | Demonstrates various methods to load assets
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`custom_asset` | [`asset/custom_asset.rs` ](./asset/custom_asset.rs ) | Implements a custom asset loader
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`custom_asset_io` | [`asset/custom_asset_io.rs` ](./asset/custom_asset_io.rs ) | Implements a custom asset io loader
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`hot_asset_reloading` | [`asset/hot_asset_reloading.rs` ](./asset/hot_asset_reloading.rs ) | Demonstrates automatic reloading of assets when modified on disk
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## Async Tasks
Example | File | Description
--- | --- | ---
`async_compute` | [`async_tasks/async_compute.rs` ](async_tasks/async_compute.rs ) | How to use `AsyncComputeTaskPool` to complete longer running tasks
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`external_source_external_thread` | [`async_tasks/external_source_external_thread.rs` ](async_tasks/external_source_external_thread.rs ) | How to use an external thread to run an infinite task and communicate with a channel
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## Audio
Example | File | Description
--- | --- | ---
`audio` | [`audio/audio.rs` ](./audio/audio.rs ) | Shows how to load and play an audio file
## Diagnostics
Example | File | Description
--- | --- | ---
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`custom_diagnostic` | [`diagnostics/custom_diagnostic.rs` ](./diagnostics/custom_diagnostic.rs ) | Shows how to create a custom diagnostic
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`log_diagnostics` | [`diagnostics/log_diagnostics.rs` ](./diagnostics/log_diagnostics.rs ) | Add a plugin that logs diagnostics, like frames per second (FPS), to the console
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## ECS (Entity Component System)
Example | File | Description
--- | --- | ---
`ecs_guide` | [`ecs/ecs_guide.rs` ](./ecs/ecs_guide.rs ) | Full guide to Bevy's ECS
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`component_change_detection` | [`ecs/component_change_detection.rs` ](./ecs/component_change_detection.rs ) | Change detection on components
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`event` | [`ecs/event.rs` ](./ecs/event.rs ) | Illustrates event creation, activation, and reception
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`fixed_timestep` | [`ecs/fixed_timestep.rs` ](./ecs/fixed_timestep.rs ) | Shows how to create systems that run every fixed timestep, rather than every tick
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`generic_system` | [`ecs/generic_system.rs` ](./ecs/generic_system.rs ) | Shows how to create systems that can be reused with different types
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`hierarchy` | [`ecs/hierarchy.rs` ](./ecs/hierarchy.rs ) | Creates a hierarchy of parents and children entities
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`iter_combinations` | [`ecs/iter_combinations.rs` ](./ecs/iter_combinations.rs ) | Shows how to iterate over combinations of query results.
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`parallel_query` | [`ecs/parallel_query.rs` ](./ecs/parallel_query.rs ) | Illustrates parallel queries with `ParallelIterator`
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`removal_detection` | [`ecs/removal_detection.rs` ](./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` | [`ecs/startup_system.rs` ](./ecs/startup_system.rs ) | Demonstrates a startup system (one that runs once when the app starts up)
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`state` | [`ecs/state.rs` ](./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` | [`ecs/system_chaining.rs` ](./ecs/system_chaining.rs ) | Chain two systems together, specifying a return type in a system (such as `Result` )
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`system_param` | [`ecs/system_param.rs` ](./ecs/system_param.rs ) | Illustrates creating custom system parameters with `SystemParam`
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`system_sets` | [`ecs/system_sets.rs` ](./ecs/system_sets.rs ) | Shows `SystemSet` use along with run criterion
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`timers` | [`ecs/timers.rs` ](./ecs/timers.rs ) | Illustrates ticking `Timer` resources inside systems and handling their state
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## Games
Example | File | Description
--- | --- | ---
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`alien_cake_addict` | [`game/alien_cake_addict.rs` ](./game/alien_cake_addict.rs ) | Eat the cakes. Eat them all. An example 3D game
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`breakout` | [`game/breakout.rs` ](./game/breakout.rs ) | An implementation of the classic game "Breakout"
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`game_menu` | [`game/game_menu.rs` ](./game/game_menu.rs ) | A simple game menu
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## Input
Example | File | Description
--- | --- | ---
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`char_input_events` | [`input/char_input_events.rs` ](./input/char_input_events.rs ) | Prints out all chars as they are inputted.
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`gamepad_input` | [`input/gamepad_input.rs` ](./input/gamepad_input.rs ) | Shows handling of gamepad input, connections, and disconnections
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`gamepad_input_events` | [`input/gamepad_input_events.rs` ](./input/gamepad_input_events.rs ) | Iterates and prints gamepad input and connection events
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`keyboard_input` | [`input/keyboard_input.rs` ](./input/keyboard_input.rs ) | Demonstrates handling a key press/release
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`keyboard_input_events` | [`input/keyboard_input_events.rs` ](./input/keyboard_input_events.rs ) | Prints out all keyboard events
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`keyboard_modifiers` | [`input/keyboard_modifiers.rs` ](./input/keyboard_modifiers.rs ) | Demonstrates using key modifiers (ctrl, shift)
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`mouse_input` | [`input/mouse_input.rs` ](./input/mouse_input.rs ) | Demonstrates handling a mouse button press/release
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`mouse_input_events` | [`input/mouse_input_events.rs` ](./input/mouse_input_events.rs ) | Prints out all mouse events (buttons, movement, etc.)
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`touch_input` | [`input/touch_input.rs` ](./input/touch_input.rs ) | Displays touch presses, releases, and cancels
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`touch_input_events` | [`input/touch_input_events.rs` ](./input/touch_input_events.rs ) | Prints out all touch inputs
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## Reflection
Example | File | Description
--- | --- | ---
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`reflection` | [`reflection/reflection.rs` ](./reflection/reflection.rs ) | Demonstrates how reflection in Bevy provides a way to dynamically interact with Rust types
`generic_reflection` | [`reflection/generic_reflection.rs` ](./reflection/generic_reflection.rs ) | Registers concrete instances of generic types that may be used with reflection
`reflection_types` | [`reflection/reflection_types.rs` ](./reflection/reflection_types.rs ) | Illustrates the various reflection types available
`trait_reflection` | [`reflection/trait_reflection.rs` ](./reflection/trait_reflection.rs ) | Allows reflection with trait objects
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## Scene
Example | File | Description
--- | --- | ---
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`scene` | [`scene/scene.rs` ](./scene/scene.rs ) | Demonstrates loading from and saving scenes to files
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## Shaders
Example | File | Description
--- | --- | ---
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`shader_material` | [`shader/shader_material.rs` ](./shader/shader_material.rs ) | Illustrates creating a custom material and a shader that uses it
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`shader_material_glsl` | [`shader/shader_material_glsl.rs` ](./shader/shader_material_glsl.rs ) | A custom shader using the GLSL shading language.
`shader_instancing` | [`shader/shader_instancing.rs` ](./shader/shader_instancing.rs ) | A custom shader showing off rendering a mesh multiple times in one draw call.
`animate_shader` | [`shader/animate_shader.rs` ](./shader/animate_shader.rs ) | Shows how to pass changing data like the time since startup into a shader.
`compute_shader_game_of_life` | [`shader/compute_shader_game_of_life.rs` ](./shader/compute_shader_game_of_life.rs ) | A compute shader simulating Conway's Game of Life
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`shader_defs` | [`shader/shader_defs.rs` ](./shader/shader_defs.rs ) | Demonstrates creating a custom material that uses "shaders defs" (a tool to selectively toggle parts of a shader)
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## Tests
Example | File | Description
--- | --- | ---
`how_to_test_systems` | [`../tests/how_to_test_systems.rs` ](../tests/how_to_test_systems.rs ) | How to test systems with commands, queries or resources
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## Tools
Example | File | Description
--- | --- | ---
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`bevymark` | [`tools/bevymark.rs` ](./tools/bevymark.rs ) | A heavy sprite rendering workload to benchmark your system with Bevy
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## UI (User Interface)
Example | File | Description
--- | --- | ---
`button` | [`ui/button.rs` ](./ui/button.rs ) | Illustrates creating and updating a button
`font_atlas_debug` | [`ui/font_atlas_debug.rs` ](./ui/font_atlas_debug.rs ) | Illustrates how FontAtlases are populated (used to optimize text rendering internally)
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`text` | [`ui/text.rs` ](./ui/text.rs ) | Illustrates creating and updating text
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`text_debug` | [`ui/text_debug.rs` ](./ui/text_debug.rs ) | An example for debugging text layout
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`ui` | [`ui/ui.rs` ](./ui/ui.rs ) | Illustrates various features of Bevy UI
## Window
Example | File | Description
--- | --- | ---
`clear_color` | [`window/clear_color.rs` ](./window/clear_color.rs ) | Creates a solid color window
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`multiple_windows` | [`window/multiple_windows.rs` ](./window/multiple_windows.rs ) | Demonstrates creating multiple windows, and rendering to them
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`scale_factor_override` | [`window/scale_factor_override.rs` ](./window/scale_factor_override.rs ) | Illustrates how to customize the default window settings
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`transparent_window` | [`window/transparent_window.rs` ](./window/transparent_window.rs ) | Illustrates making the window transparent and hiding the window decoration
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`window_settings` | [`window/window_settings.rs` ](./window/window_settings.rs ) | Demonstrates customizing default window settings
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# Platform-Specific Examples
## Android
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### Setup
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```sh
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rustup target add aarch64-linux-android armv7-linux-androideabi
cargo install cargo-apk
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```
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The Android SDK must be installed, and the environment variable `ANDROID_SDK_ROOT` set to the root Android `sdk` folder.
When using `NDK (Side by side)` , the environment variable `ANDROID_NDK_ROOT` must also be set to one of the NDKs in `sdk\ndk\[NDK number]` .
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### Build & Run
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To run on a device setup for Android development, run:
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```sh
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cargo apk run --example android
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```
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:warning: At this time Bevy does not work in Android Emulator.
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When using Bevy as a library, the following fields must be added to `Cargo.toml` :
```toml
[package.metadata.android]
build_targets = ["aarch64-linux-android", "armv7-linux-androideabi"]
target_sdk_version = 29
min_sdk_version = 16
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```
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Please reference `cargo-apk` [README ](https://crates.io/crates/cargo-apk ) for other Android Manifest fields.
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### Old phones
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Bevy by default targets Android API level 29 in its examples which is the <!-- markdown - link - check - disable -->
[Play Store's minimum API to upload or update apps ](https://developer.android.com/distribute/best-practices/develop/target-sdk ). <!-- markdown-link-check-enable -->
Users of older phones may want to use an older API when testing.
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To use a different API, the following fields must be updated in Cargo.toml:
```toml
[package.metadata.android]
target_sdk_version = >>API< <
min_sdk_version = >>API or less< <
```
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Example | File | Description
--- | --- | ---
`android` | [`android/android.rs` ](./android/android.rs ) | The `3d/3d_scene.rs` example for Android
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## iOS
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### Setup
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You need to install the correct rust targets:
- `aarch64-apple-ios` : iOS devices
- `x86_64-apple-ios` : iOS simulator on x86 processors
- `aarch64-apple-ios-sim` : iOS simulator on Apple processors
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```sh
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rustup target add aarch64-apple-ios x86_64-apple-ios aarch64-apple-ios-sim
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```
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### Build & Run
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Using bash:
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```sh
cd examples/ios
make run
```
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In an ideal world, this will boot up, install and run the app for the first
iOS simulator in your `xcrun simctl devices list` . If this fails, you can
specify the simulator device UUID via:
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```sh
DEVICE_ID=${YOUR_DEVICE_ID} make run
```
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If you'd like to see xcode do stuff, you can run
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```sh
open bevy_ios_example.xcodeproj/
```
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which will open xcode. You then must push the zoom zoom play button and wait
for the magic.
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Example | File | Description
--- | --- | ---
`ios` | [`ios/src/lib.rs` ](./ios/src/lib.rs ) | The `3d/3d_scene.rs` example for iOS
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## WASM
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### Setup
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```sh
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rustup target add wasm32-unknown-unknown
cargo install wasm-bindgen-cli
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```
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### Build & Run
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Following is an example for `lighting` . For other examples, change the `lighting` in the
following commands.
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```sh
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cargo build --release --example lighting --target wasm32-unknown-unknown
wasm-bindgen --out-name wasm_example --out-dir examples/wasm/target --target web target/wasm32-unknown-unknown/release/examples/lighting.wasm
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```
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The first command will build the example for the wasm target, creating a binary. Then,
[wasm-bindgen-cli ](https://rustwasm.github.io/wasm-bindgen/reference/cli.html ) is used to create
javascript bindings to this wasm file, which can be loaded using this
[example HTML file ](./wasm/index.html ).
Then serve `examples/wasm` directory to browser. i.e.
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```sh
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# cargo install basic-http-server
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basic-http-server examples/wasm
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# with python
python3 -m http.server --directory examples/wasm
# with ruby
ruby -run -ehttpd examples/wasm
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```
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### Loading Assets
To load assets, they need to be available in the folder examples/wasm/assets. Cloning this
repository will set it up as a symlink on Linux and macOS, but you will need to manually move
the assets on Windows.