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
⚠️ Note: for users of releases on crates.io!
There are often large differences and incompatible API changes between the latest crates.io release and the development version of Bevy in the git main branch!
If you are using a released version of bevy, you need to make sure you are viewing the correct version of the examples!
When you clone the repo locally to run the examples, use git checkout
to get the correct version:
# `latest` always points to the newest release
git checkout latest
# or use a specific version
git checkout v0.4.0
Table of Contents
The Bare Minimum
Hello, World!
Example |
File |
Description |
hello_world |
hello_world.rs |
Runs a minimal example that outputs "hello world" |
Cross-Platform Examples
2D Rendering
3D Rendering
Example |
File |
Description |
3d_scene |
3d/3d_scene.rs |
Simple 3D scene with basic shapes and lighting |
lighting |
3d/lighting.rs |
Illustrates various lighting options in a simple scene |
load_gltf |
3d/load_gltf.rs |
Loads and renders a gltf file as a scene |
many_cubes |
3d/many_cubes.rs |
Simple benchmark to test per-entity draw overhead |
msaa |
3d/msaa.rs |
Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges |
orthographic |
3d/orthographic.rs |
Shows how to create a 3D orthographic view (for isometric-look games or CAD applications) |
parenting |
3d/parenting.rs |
Demonstrates parent->child relationships and relative transformations |
pbr |
3d/pbr.rs |
Demonstrates use of Physically Based Rendering (PBR) properties |
shadow_caster_receiver |
3d/shadow_caster_receiver.rs |
Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene |
shadow_biases |
3d/shadow_biases.rs |
Demonstrates how shadow biases affect shadows in a 3d scene |
spherical_area_lights |
3d/spherical_area_lights.rs |
Demonstrates how point light radius values affect light behavior. |
texture |
3d/texture.rs |
Shows configuration of texture materials |
update_gltf_scene |
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 |
wireframe |
3d/wireframe.rs |
Showcases wireframe rendering |
Application
Assets
Async Tasks
Audio
Example |
File |
Description |
audio |
audio/audio.rs |
Shows how to load and play an audio file |
Diagnostics
ECS (Entity Component System)
Example |
File |
Description |
ecs_guide |
ecs/ecs_guide.rs |
Full guide to Bevy's ECS |
component_change_detection |
ecs/component_change_detection.rs |
Change detection on components |
event |
ecs/event.rs |
Illustrates event creation, activation, and reception |
fixed_timestep |
ecs/fixed_timestep.rs |
Shows how to create systems that run every fixed timestep, rather than every tick |
hierarchy |
ecs/hierarchy.rs |
Creates a hierarchy of parents and children entities |
iter_combinations |
ecs/iter_combinations.rs |
Shows how to iterate over combinations of query results. |
parallel_query |
ecs/parallel_query.rs |
Illustrates parallel queries with ParallelIterator |
removal_detection |
ecs/removal_detection.rs |
Query for entities that had a specific component removed in a previous stage during the current frame. |
startup_system |
ecs/startup_system.rs |
Demonstrates a startup system (one that runs once when the app starts up) |
state |
ecs/state.rs |
Illustrates how to use States to control transitioning from a Menu state to an InGame state |
system_chaining |
ecs/system_chaining.rs |
Chain two systems together, specifying a return type in a system (such as Result ) |
system_param |
ecs/system_param.rs |
Illustrates creating custom system parameters with SystemParam |
system_sets |
ecs/system_sets.rs |
Shows SystemSet use along with run criterion |
timers |
ecs/timers.rs |
Illustrates ticking Timer resources inside systems and handling their state |
Games
Input
Reflection
Scene
Example |
File |
Description |
scene |
scene/scene.rs |
Demonstrates loading from and saving scenes to files |
Shaders
Tests
Tools
Example |
File |
Description |
bevymark |
tools/bevymark.rs |
A heavy sprite rendering workload to benchmark your system with Bevy |
UI (User Interface)
Example |
File |
Description |
button |
ui/button.rs |
Illustrates creating and updating a button |
font_atlas_debug |
ui/font_atlas_debug.rs |
Illustrates how FontAtlases are populated (used to optimize text rendering internally) |
text |
ui/text.rs |
Illustrates creating and updating text |
text_debug |
ui/text_debug.rs |
An example for debugging text layout |
ui |
ui/ui.rs |
Illustrates various features of Bevy UI |
Window
Platform-Specific Examples
Android
Setup
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.
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:
cargo apk run --example android
⚠️ 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
:
[package.metadata.android]
build_targets = ["aarch64-linux-android", "armv7-linux-androideabi"]
target_sdk_version = 29
min_sdk_version = 16
Please reference cargo-apk
README for other Android Manifest fields.
Old phones
Bevy by default targets Android API level 29 in its examples which is the
Play Store's minimum API to upload or update apps.
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:
[package.metadata.android]
target_sdk_version = >>API<<
min_sdk_version = >>API or less<<
Example |
File |
Description |
android |
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
rustup target add aarch64-apple-ios x86_64-apple-ios aarch64-apple-ios-sim
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.
Example |
File |
Description |
ios |
ios/src/lib.rs |
The 3d/3d_scene.rs example for iOS |
WASM
Setup
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
Example |
File |
Description |
hello_wasm |
wasm/hello_wasm.rs |
Runs a minimal example that logs "hello world" to the browser's console |
assets_wasm |
wasm/assets_wasm.rs |
Demonstrates how to load assets from wasm |
headless_wasm |
wasm/headless_wasm.rs |
Sets up a schedule runner and continually logs a counter to the browser's console |
winit_wasm |
wasm/winit_wasm.rs |
Logs user input to the browser's console. Requires the bevy_winit features |