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# Objective Function reflection requires a lot of macro code generation in the form of several `all_tuples!` invocations, as well as impls generated in the `Reflect` derive macro. Seeing as function reflection is currently a bit more niche, it makes sense to gate it all behind a feature. ## Solution Add a `functions` feature to `bevy_reflect`, which can be enabled in Bevy using the `reflect_functions` feature. ## Testing You can test locally by running: ``` cargo test --package bevy_reflect ``` That should ensure that everything still works with the feature disabled. To test with the feature on, you can run: ``` cargo test --package bevy_reflect --features functions ``` --- ## Changelog - Moved function reflection behind a Cargo feature (`bevy/reflect_functions` and `bevy_reflect/functions`) - Add `IntoFunction` export in `bevy_reflect::prelude` ## Internal Migration Guide > [!important] > Function reflection was introduced as part of the 0.15 dev cycle. This migration guide was written for developers relying on `main` during this cycle, and is not a breaking change coming from 0.14. Function reflection is now gated behind a feature. To use function reflection, enable the feature: - If using `bevy_reflect` directly, enable the `functions` feature - If using `bevy`, enable the `reflect_functions` feature
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Cargo Features
Bevy exposes many features to customise 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_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 support |
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_state | Enable built in global state machines |
bevy_text | Provides text functionality |
bevy_ui | A custom ECS-driven UI framework |
bevy_winit | winit window and input backend |
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 on your Camera2dBundle or Camera3dBundle . |
vorbis | OGG/VORBIS audio format support |
webgl2 | Enable some limitations to be able to use WebGL2. Please refer to the 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.) |
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_dynamic_plugin | Plugin for dynamic loading (using libloading) |
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 |
exr | EXR image format support |
file_watcher | Enables watching the filesystem for Bevy Asset hot-reloading |
flac | FLAC audio format support |
glam_assert | Enable assertions to check the validity of parameters passed to glam |
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 |
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 |
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 |
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 |
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 |
wgpu_trace | Save a trace of all wgpu calls |
zlib | For KTX2 supercompression |