<!-- MD041 - This file will be included in docs and should not start with a top header --> <!-- markdownlint-disable-file MD041 --> ## Cargo Features Bevy exposes many features to customize the engine. Enabling them add functionalities but often come at the cost of longer compilation times and extra dependencies. ### Default Features The default feature set enables most of the expected features of a game engine, like rendering in both 2D and 3D, asset loading, audio and UI. To help reduce compilation time, consider disabling default features and enabling only those you need. |feature name|description| |-|-| |android-game-activity|Android GameActivity support. Default, choose between this and `android-native-activity`.| |android_shared_stdcxx|Enable using a shared stdlib for cxx on Android| |animation|Enable animation support, and glTF animation loading| |bevy_animation|Provides animation functionality| |bevy_asset|Provides asset functionality| |bevy_audio|Provides audio functionality| |bevy_color|Provides shared color types and operations| |bevy_core_pipeline|Provides cameras and other basic render pipeline features| |bevy_gilrs|Adds gamepad support| |bevy_gizmos|Adds support for rendering gizmos| |bevy_gltf|[glTF](https://www.khronos.org/gltf/) support| |bevy_mesh_picking_backend|Provides an implementation for picking meshes| |bevy_pbr|Adds PBR rendering| |bevy_picking|Provides picking functionality| |bevy_render|Provides rendering functionality| |bevy_scene|Provides scene functionality| |bevy_sprite|Provides sprite functionality| |bevy_sprite_picking_backend|Provides an implementation for picking sprites| |bevy_state|Enable built in global state machines| |bevy_text|Provides text functionality| |bevy_ui|A custom ECS-driven UI framework| |bevy_ui_picking_backend|Provides an implementation for picking UI| |bevy_window|Windowing layer| |bevy_winit|winit window and input backend| |custom_cursor|Enable winit custom cursor support| |default_font|Include a default font, containing only ASCII characters, at the cost of a 20kB binary size increase| |hdr|HDR image format support| |ktx2|KTX2 compressed texture support| |multi_threaded|Enables multithreaded parallelism in the engine. Disabling it forces all engine tasks to run on a single thread.| |png|PNG image format support| |smaa_luts|Include SMAA Look Up Tables KTX2 Files| |sysinfo_plugin|Enables system information diagnostic plugin| |tonemapping_luts|Include tonemapping Look Up Tables KTX2 files. If everything is pink, you need to enable this feature or change the `Tonemapping` method for your `Camera2d` or `Camera3d`.| |vorbis|OGG/VORBIS audio format support| |webgl2|Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.| |x11|X11 display server support| |zstd|For KTX2 supercompression| ### Optional Features |feature name|description| |-|-| |accesskit_unix|Enable AccessKit on Unix backends (currently only works with experimental screen readers and forks.)| |android-native-activity|Android NativeActivity support. Legacy, should be avoided for most new Android games.| |asset_processor|Enables the built-in asset processor for processed assets.| |async-io|Use async-io's implementation of block_on instead of futures-lite's implementation. This is preferred if your application uses async-io.| |basis-universal|Basis Universal compressed texture support| |bevy_ci_testing|Enable systems that allow for automated testing on CI| |bevy_debug_stepping|Enable stepping-based debugging of Bevy systems| |bevy_dev_tools|Provides a collection of developer tools| |bevy_remote|Enable the Bevy Remote Protocol| |bmp|BMP image format support| |dds|DDS compressed texture support| |debug_glam_assert|Enable assertions in debug builds to check the validity of parameters passed to glam| |detailed_trace|Enable detailed trace event logging. These trace events are expensive even when off, thus they require compile time opt-in| |dynamic_linking|Force dynamic linking, which improves iterative compile times| |embedded_watcher|Enables watching in memory asset providers for Bevy Asset hot-reloading| |experimental_pbr_pcss|Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs| |exr|EXR image format support| |ff|Farbfeld image format support| |file_watcher|Enables watching the filesystem for Bevy Asset hot-reloading| |flac|FLAC audio format support| |ghost_nodes|Experimental support for nodes that are ignored for UI layouting| |gif|GIF image format support| |glam_assert|Enable assertions to check the validity of parameters passed to glam| |ico|ICO image format support| |ios_simulator|Enable support for the ios_simulator by downgrading some rendering capabilities| |jpeg|JPEG image format support| |meshlet|Enables the meshlet renderer for dense high-poly scenes (experimental)| |meshlet_processor|Enables processing meshes into meshlet meshes for bevy_pbr| |minimp3|MP3 audio format support (through minimp3)| |mp3|MP3 audio format support| |pbr_anisotropy_texture|Enable support for anisotropy texture in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs| |pbr_multi_layer_material_textures|Enable support for multi-layer material textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs| |pbr_transmission_textures|Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs| |pnm|PNM image format support, includes pam, pbm, pgm and ppm| |qoi|QOI image format support| |reflect_functions|Enable function reflection| |serialize|Enable serialization support through serde| |shader_format_glsl|Enable support for shaders in GLSL| |shader_format_spirv|Enable support for shaders in SPIR-V| |spirv_shader_passthrough|Enable passthrough loading for SPIR-V shaders (Only supported on Vulkan, shader capabilities and extensions must agree with the platform implementation)| |symphonia-aac|AAC audio format support (through symphonia)| |symphonia-all|AAC, FLAC, MP3, MP4, OGG/VORBIS, and WAV audio formats support (through symphonia)| |symphonia-flac|FLAC audio format support (through symphonia)| |symphonia-isomp4|MP4 audio format support (through symphonia)| |symphonia-vorbis|OGG/VORBIS audio format support (through symphonia)| |symphonia-wav|WAV audio format support (through symphonia)| |tga|TGA image format support| |tiff|TIFF image format support| |trace|Tracing support| |trace_chrome|Tracing support, saving a file in Chrome Tracing format| |trace_tracy|Tracing support, exposing a port for Tracy| |trace_tracy_memory|Tracing support, with memory profiling, exposing a port for Tracy| |track_change_detection|Enables source location tracking for change detection, which can assist with debugging| |wav|WAV audio format support| |wayland|Wayland display server support| |webgpu|Enable support for WebGPU in Wasm. When enabled, this feature will override the `webgl2` feature and you won't be able to run Wasm builds with WebGL2, only with WebGPU.| |webp|WebP image format support| |zlib|For KTX2 supercompression|