Examples
These examples demonstrate the main features of Bevy and how to use them.
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.
cargo run --features wayland --example hello_world
Hello, World!
Example |
Main |
Description |
hello_world |
hello_world.rs |
Runs a minimal example that outputs "hello world" |
2D Rendering
3D Rendering
Example |
File |
Description |
load_gltf |
3d/load_gltf.rs |
Loads and renders a gltf file as a scene |
msaa |
3d/msaa.rs |
Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges |
parenting |
3d/parenting.rs |
Demonstrates parent->child relationships and relative transformations |
3d_scene |
3d/3d_scene.rs |
Simple 3D scene with basic shapes and lighting |
spawner |
3d/spawner.rs |
Renders a large number of cubes with changing position and material |
texture |
3d/texture.rs |
Shows configuration of texture materials |
z_sort_debug |
3d/z_sort_debug.rs |
Visualizes camera Z-ordering |
Application
Assets
Audio
Example |
File |
Description |
audio |
audio/audio.rs |
Shows how to load and play an audio file |
Diagnostics
ECS (Entity Component System)
Games
Example |
File |
Description |
breakout |
game/breakout.rs |
An implementation of the classic game "Breakout" |
Input
Scene
Example |
File |
Description |
scene |
scene/scene.rs |
Demonstrates loading from and saving scenes to files |
properties |
scene/properties.rs |
Demonstrates Properties (similar to reflections in other languages) in Bevy |
Shaders
Example |
File |
Description |
shader_custom_material |
shader/shader_custom_material.rs |
Illustrates creating a custom material and a shader that uses it |
shader_defs |
shader/shader_defs.rs |
Demonstrates creating a custom material that uses "shaders defs" (a tool to selectively toggle parts of a shader) |
UI (User Interface)
Example |
File |
Description |
button |
ui/button.rs |
Illustrates creating and updating a button |
text |
ui/text.rs |
Illustrates creating and updating text |
font_atlas_debug |
ui/font_atlas_debug.rs |
Illustrates how FontAtlases are populated (used to optimize text rendering internally) |
ui |
ui/ui.rs |
Illustrates various features of Bevy UI |
Window
WASM
pre-req
$ rustup target add wasm32-unknown-unknown
$ cargo install wasm-bindgen-cli
build & run
Following is an example for headless_wasm
. For other examples in wasm/ directory,
change the headless_wasm
in the following commands and edit examples/wasm/index.html
to point to the correct .js
file.
$ cargo build --example headless_wasm --target wasm32-unknown-unknown --no-default-features
$ wasm-bindgen --out-dir examples/wasm/target --target web target/wasm32-unknown-unknown/debug/examples/headless_wasm.wasm
Then serve examples/wasm
dir to browser. i.e.
$ basic-http-server examples/wasm
iOS
pre-req
$ rustup target add aarch64-apple-ios x86_64-apple-ios
$ cargo install cargo-lipo
build & run
Using bash:
$ 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:
$ DEVICE_ID=${YOUR_DEVICE_ID} make run
If you'd like to see xcode do stuff, you can run
$ open bevy_ios_example.xcodeproj/
which will open xcode. You then must push the zoom zoom play button and wait
for the magic.
The Xcode build GUI will by default build the rust library for both
x86_64-apple-ios
, and aarch64-apple-ios
which may take a while. If you'd
like speed this up, you update the IOS_TARGETS
User-Defined environment
variable in the "cargo_ios
target" to be either x86_64-apple-ios
or
aarch64-applo-ios
depending on your goal.
Note: if you update this variable in Xcode, it will also change the default
used for the Makefile
.