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# Objective - Several examples are useful for qualitative tests of Bevy's performance - By contrast, these are less useful for learning material: they are often relatively complex and have large amounts of setup and are performance optimized. ## Solution - Move bevymark, many_sprites and many_cubes into the new stress_tests example folder - Move contributors into the games folder: unlike the remaining examples in the 2d folder, it is not focused on demonstrating a clear feature.
449 lines
23 KiB
Markdown
449 lines
23 KiB
Markdown
<!-- MD024 - The Headers from the Platform-Specific Examples should be identical -->
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<!-- markdownlint-disable-file MD024 -->
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# Examples
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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)
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- 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
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git checkout latest
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# or use a specific version
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git checkout v0.4.0
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```
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---
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## Table of Contents
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- [Examples](#examples)
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- [Table of Contents](#table-of-contents)
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- [The Bare Minimum](#the-bare-minimum)
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- [Hello, World!](#hello-world)
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- [Cross-Platform Examples](#cross-platform-examples)
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- [2D Rendering](#2d-rendering)
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- [3D Rendering](#3d-rendering)
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- [Animation](#animation)
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- [Application](#application)
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- [Assets](#assets)
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- [Async Tasks](#async-tasks)
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- [Audio](#audio)
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- [Diagnostics](#diagnostics)
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- [ECS (Entity Component System)](#ecs-entity-component-system)
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- [Games](#games)
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- [Input](#input)
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- [Reflection](#reflection)
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- [Scene](#scene)
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- [Shaders](#shaders)
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- [Stress Tests](#stress-tests)
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- [Tests](#tests)
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- [Tools](#tools)
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- [Transforms](#transforms)
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- [UI (User Interface)](#ui-user-interface)
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- [Window](#window)
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- [Platform-Specific Examples](#platform-specific-examples)
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- [Android](#android)
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- [Setup](#setup)
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- [Build & Run](#build--run)
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- [Old phones](#old-phones)
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- [iOS](#ios)
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- [Setup](#setup-1)
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- [Build & Run](#build--run-1)
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- [WASM](#wasm)
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- [Setup](#setup-2)
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- [Build & Run](#build--run-2)
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- [Loading Assets](#loading-assets)
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# The Bare Minimum
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<!-- MD026 - Hello, World! looks better with the ! -->
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<!-- markdownlint-disable-next-line MD026 -->
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## Hello, World!
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Example | File | Description
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--- | --- | ---
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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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`move_sprite` | [`2d/move_sprite.rs`](./2d/move_sprite.rs) | Changes the transform of a sprite.
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`mesh2d` | [`2d/mesh2d.rs`](./2d/mesh2d.rs) | Renders a 2d mesh
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`mesh2d_manual` | [`2d/mesh2d_manual.rs`](./2d/mesh2d_manual.rs) | Renders a custom mesh "manually" with "mid-level" renderer apis.
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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
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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
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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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`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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`render_to_texture` | [`3d/render_to_texture.rs`](./3d/render_to_texture.rs) | Shows how to render to a texture, useful for mirrors, UI, or exporting images
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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
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`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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## Animation
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Example | File | Description
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--- | --- | ---
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`animated_fox` | [`animation/animated_fox.rs`](./animation/animated_fox.rs) | Plays an animation from a skinned glTF.
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`animated_transform` | [`animation/animated_transform.rs`](./animation/animated_transform.rs) | Create and play an animation defined by code that operates on the `Transform` component.
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`custom_skinned_mesh` | [`animation/custom_skinned_mesh.rs`](./animation/custom_skinned_mesh.rs) | Skinned mesh example with mesh and joints data defined in code.
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`gltf_skinned_mesh` | [`animation/gltf_skinned_mesh.rs`](./animation/gltf_skinned_mesh.rs) | Skinned mesh example with mesh and joints data loaded from a glTF file.
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## Application
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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
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Example | File | Description
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--- | --- | ---
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`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
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Example | File | Description
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`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
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Example | File | Description
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--- | --- | ---
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`audio` | [`audio/audio.rs`](./audio/audio.rs) | Shows how to load and play an audio file
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`audio_control` | [`audio/audio_control.rs`](./audio/audio_control.rs) | Shows how to load and play an audio file, and control how it's played
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## Diagnostics
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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)
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Example | File | Description
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`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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`custom_query_param` | [`ecs/custom_query_param.rs`](./ecs/custom_query_param.rs) | Groups commonly used compound queries and query filters into a single type
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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
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Example | File | Description
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`alien_cake_addict` | [`games/alien_cake_addict.rs`](./games/alien_cake_addict.rs) | Eat the cakes. Eat them all. An example 3D game
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`breakout` | [`games/breakout.rs`](./games/breakout.rs) | An implementation of the classic game "Breakout"
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`contributors` | [`games/contributors.rs`](./games/contributors.rs) | Displays each contributor as a bouncy bevy-ball!
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`game_menu` | [`games/game_menu.rs`](./games/game_menu.rs) | A simple game menu
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## Input
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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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`mouse_grab` | [`input/mouse_grab.rs`](./input/mouse_grab.rs) | Demonstrates how to grab the mouse, locking the cursor to the app's screen
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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
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Example | File | Description
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--- | --- | ---
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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
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`generic_reflection` | [`reflection/generic_reflection.rs`](./reflection/generic_reflection.rs) | Registers concrete instances of generic types that may be used with reflection
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`reflection_types` | [`reflection/reflection_types.rs`](./reflection/reflection_types.rs) | Illustrates the various reflection types available
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`trait_reflection` | [`reflection/trait_reflection.rs`](./reflection/trait_reflection.rs) | Allows reflection with trait objects
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## Scene
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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
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Example | File | Description
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`custom_vertex_attribute` | [`shader/custom_vertex_attribute.rs`](./shader/custom_vertex_attribute.rs) | Illustrates creating a custom shader material that reads a mesh's custom vertex attribute.
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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_screenspace_texture` | [`shader/shader_material_screenspace_texture.rs`](./shader/shader_material_screenspace_texture.rs) | A custom shader sampling a texture with view-independent UV coordinates
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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.
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`shader_instancing` | [`shader/shader_instancing.rs`](./shader/shader_instancing.rs) | A custom shader showing off rendering a mesh multiple times in one draw call.
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`animate_shader` | [`shader/animate_shader.rs`](./shader/animate_shader.rs) | Shows how to pass changing data like the time since startup into a shader.
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`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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## Stress Tests
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These examples are used to test the performance and stability of various parts of the engine in an isolated way.
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Due to the focus on performance it's recommended to run the stress tests in release mode:
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```sh
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cargo run --release --example <example name>
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```
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Example | File | Description
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--- | --- | ---
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`bevymark` | [`stress_tests/bevymark.rs`](./stress_tests/bevymark.rs) | A heavy sprite rendering workload to benchmark your system with Bevy
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`many_cubes` | [`stress_tests/many_cubes.rs`](./stress_tests/many_cubes.rs) | Simple benchmark to test per-entity draw overhead
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`many_lights` | [`stress_tests/many_lights.rs`](./stress_tests/many_lights.rs) | Simple benchmark to test rendering many point lights. Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights.
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`many_sprites` | [`stress_tests/many_sprites.rs`](./stress_tests/many_sprites.rs) | Displays many sprites in a grid arragement! Used for performance testing.
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`transform_hierarchy.rs` | [`stress_tests/transform_hierarchy.rs`](./stress_tests/transform_hierarchy.rs) | Various test cases for hierarchy and transform propagation performance
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## Tests
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Example | File | Description
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--- | --- | ---
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`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
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Example | File | Description
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--- | --- | ---
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`scene_viewer` | [`tools/scene_viewer.rs`](./tools/scene_viewer.rs) | A simple way to view glTF models with Bevy. Just run `cargo run --release --example scene_viewer -- /path/to/model.gltf#Scene0`, replacing the path as appropriate. With no arguments it will load the FieldHelmet glTF model from the repository assets subdirectory.
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## Transforms
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Example | File | Description
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--- | --- | ---
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`global_vs_local_translation` | [`transforms/global_vs_local_translation.rs`](./transforms/global_vs_local_translation.rs) | Illustrates the difference between direction of a translation in respect to local object or global object Transform
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`3d_rotation` | [`transforms/3d_rotation.rs`](./transforms/3d_rotation.rs) | Illustrates how to (constantly) rotate an object around an axis
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`scale` | [`transforms/scale.rs`](./transforms/scale.rs) | Illustrates how to scale an object in each direction
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`transform` | [`transforms/transfrom.rs`](./transforms/transform.rs) | Shows multiple transformations of objects
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`translation` | [`transforms/translation.rs`](./transforms/translation.rs) | Illustrates how to move an object along an axis
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## UI (User Interface)
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Example | File | Description
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--- | --- | ---
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`button` | [`ui/button.rs`](./ui/button.rs) | Illustrates creating and updating a button
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`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
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## Window
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|
|
Example | File | Description
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--- | --- | ---
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`clear_color` | [`window/clear_color.rs`](./window/clear_color.rs) | Creates a solid color window
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|
`low_power` | [`window/low_power.rs`](./window/low_power.rs) | Demonstrates settings to reduce power use for bevy applications
|
|
`multiple_windows` | [`window/multiple_windows.rs`](./window/multiple_windows.rs) | Demonstrates creating multiple windows, and rendering to them
|
|
`scale_factor_override` | [`window/scale_factor_override.rs`](./window/scale_factor_override.rs) | Illustrates how to customize the default window settings
|
|
`transparent_window` | [`window/transparent_window.rs`](./window/transparent_window.rs) | Illustrates making the window transparent and hiding the window decoration
|
|
`window_settings` | [`window/window_settings.rs`](./window/window_settings.rs) | Demonstrates customizing default window settings
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# Platform-Specific Examples
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|
|
## 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
|
|
```
|
|
|
|
The Android SDK must be installed, and the environment variable `ANDROID_SDK_ROOT` set to the root Android `sdk` folder.
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|
|
|
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]`.
|
|
|
|
### Build & Run
|
|
|
|
To run on a device setup for Android development, run:
|
|
|
|
```sh
|
|
cargo apk run --example android
|
|
```
|
|
|
|
:warning: At this time Bevy does not work in Android Emulator.
|
|
|
|
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
|
|
```
|
|
|
|
Please reference `cargo-apk` [README](https://crates.io/crates/cargo-apk) for other Android Manifest fields.
|
|
|
|
### Old phones
|
|
|
|
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.
|
|
|
|
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<<
|
|
```
|
|
|
|
Example | File | Description
|
|
--- | --- | ---
|
|
`android` | [`android/android.rs`](./android/android.rs) | The `3d/3d_scene.rs` example for Android
|
|
|
|
## iOS
|
|
|
|
### Setup
|
|
|
|
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
|
|
|
|
```sh
|
|
rustup target add aarch64-apple-ios x86_64-apple-ios aarch64-apple-ios-sim
|
|
```
|
|
|
|
### Build & Run
|
|
|
|
Using bash:
|
|
|
|
```sh
|
|
cd examples/ios
|
|
make run
|
|
```
|
|
|
|
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:
|
|
|
|
```sh
|
|
DEVICE_ID=${YOUR_DEVICE_ID} make run
|
|
```
|
|
|
|
If you'd like to see xcode do stuff, you can run
|
|
|
|
```sh
|
|
open bevy_ios_example.xcodeproj/
|
|
```
|
|
|
|
which will open xcode. You then must push the zoom zoom play button and wait
|
|
for the magic.
|
|
|
|
Example | File | Description
|
|
--- | --- | ---
|
|
`ios` | [`ios/src/lib.rs`](./ios/src/lib.rs) | The `3d/3d_scene.rs` example for iOS
|
|
|
|
## WASM
|
|
|
|
### Setup
|
|
|
|
```sh
|
|
rustup target add wasm32-unknown-unknown
|
|
cargo install wasm-bindgen-cli
|
|
```
|
|
|
|
### Build & Run
|
|
|
|
Following is an example for `lighting`. For other examples, change the `lighting` in the
|
|
following commands.
|
|
|
|
```sh
|
|
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
|
|
```
|
|
|
|
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.
|
|
|
|
```sh
|
|
# cargo install basic-http-server
|
|
basic-http-server examples/wasm
|
|
|
|
# with python
|
|
python3 -m http.server --directory examples/wasm
|
|
|
|
# with ruby
|
|
ruby -run -ehttpd examples/wasm
|
|
```
|
|
|
|
### 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.
|