mirror of
https://github.com/bevyengine/bevy
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286 lines
12 KiB
Markdown
286 lines
12 KiB
Markdown
# 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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Due to changes and additions to APIs, there are often differences between the development examples and the released versions of Bevy on crates.io.
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If you are using a release version from [crates.io](https://crates.io/crates/bevy), view the examples by checking out the appropriate git tag, e.g., users of `0.3` should use the examples on [https://github.com/bevyengine/bevy/tree/v0.3.0/examples](https://github.com/bevyengine/bevy/tree/v0.3.0/examples)
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If you have cloned bevy's repo locally, `git checkout` with the appropriate version tag.
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```
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git checkout v0.3.0
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```
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---
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### Table of Contents
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- [Hello, World!](#hello-world)
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- [2D Rendering](#2d-rendering)
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- [3D Rendering](#3d-rendering)
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- [Application](#application)
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- [Assets](#assets)
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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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- [Scene](#scene)
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- [Shaders](#shaders)
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- [UI (User Interface)](#ui-user-interface)
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- [Window](#window)
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- [WASM](#wasm)
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- [iOS](#ios)
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- [Android](#android)
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## Hello, World!
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Example | Main | 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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## 2D Rendering
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Example | Main | Description
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--- | --- | ---
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`contributors` | [`2d/contributors.rs`](./2d/contributors.rs) | Displays each contributor as a bouncy bevy-ball!
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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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`texture_atlas` | [`2d/texture_atlas.rs`](./2d/texture_atlas.rs) | Generates a texture atlas (sprite sheet) from individual sprites
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## 3D Rendering
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Example | File | Description
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--- | --- | ---
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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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`parenting` | [`3d/parenting.rs`](./3d/parenting.rs) | Demonstrates parent->child relationships and relative transformations
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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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`spawner` | [`3d/spawner.rs`](./3d/spawner.rs) | Renders a large number of cubes with changing position and material
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`texture` | [`3d/texture.rs`](./3d/texture.rs) | Shows configuration of texture materials
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`z_sort_debug` | [`3d/z_sort_debug.rs`](./3d/z_sort_debug.rs) | Visualizes camera Z-ordering
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## Application
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Example | File | Description
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--- | --- | ---
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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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`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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`plugin` | [`app/plugin.rs`](./app/plugin.rs) | Demonstrates the creation and registration of a custom plugin
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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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`tracing` | [`app/tracing.rs`](./app/tracing.rs) | Demonstrates `trace` feature output. Run with `RUST_LOG=info cargo run --example tracing --features trace` and then open the `trace-1234.json` file (where 1234 is a time since the beginning of the epoch) in `chrome://tracing` in Chrome.
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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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`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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## Audio
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Example | File | Description
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`audio` | [`audio/audio.rs`](./audio/audio.rs) | Shows how to load and play an audio file
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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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`print_diagnostics` | [`diagnostics/print_diagnostics.rs`](./diagnostics/print_diagnostics.rs) | Add a plugin that prints diagnostics to the console
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## ECS (Entity Component System)
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Example | File | Description
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`event` | [`ecs/event.rs`](./ecs/event.rs) | Illustrates event creation, activation, and reception
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`ecs_guide` | [`ecs/ecs_guide.rs`](./ecs/ecs_guide.rs) | Full guide to Bevy's ECS
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`hierarchy` | [`ecs/hierarchy.rs`](./ecs/hierarchy.rs) | Creates a hierarchy of parents and children entities
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`parallel_query` | [`ecs/parallel_query.rs`](./ecs/parallel_query.rs) | Illustrates parallel queries with `ParallelIterator`
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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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## Games
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Example | File | Description
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`breakout` | [`game/breakout.rs`](./game/breakout.rs) | An implementation of the classic game "Breakout"
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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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`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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`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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`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_input_events.rs) | Prints out all touch inputs
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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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`properties` | [`scene/properties.rs`](./scene/properties.rs) | Demonstrates Properties (similar to reflections in other languages) in Bevy
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## Shaders
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Example | File | Description
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`mesh_custom_attribute` | [`shader/mesh_custom_attribute.rs`](./shader/mesh_custom_attribute.rs) | Illustrates how to add a custom attribute to a mesh and use it in a custom shader
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`shader_custom_material` | [`shader/shader_custom_material.rs`](./shader/shader_custom_material.rs) | Illustrates creating a custom material and a shader that uses it
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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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## UI (User Interface)
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Example | File | Description
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`button` | [`ui/button.rs`](./ui/button.rs) | Illustrates creating and updating a button
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`text` | [`ui/text.rs`](./ui/text.rs) | Illustrates creating and updating text
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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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`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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`clear_color` | [`window/clear_color.rs`](./window/clear_color.rs) | Creates a solid color window
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`multiple_windows` | [`window/multiple_windows.rs`](./window/multiple_windows.rs) | Creates two windows and cameras viewing the same mesh
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`window_settings` | [`window/window_settings.rs`](./window/window_settings.rs) | Demonstrates customizing default window settings
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## WASM
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#### Setup
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```sh
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rustup target add wasm32-unknown-unknown
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cargo install wasm-bindgen-cli
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```
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#### Build & Run
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Following is an example for `headless_wasm`. For other examples in wasm/ directory,
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change the `headless_wasm` in the following commands **and edit** `examples/wasm/index.html`
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to point to the correct `.js` file.
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```sh
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cargo build --example headless_wasm --target wasm32-unknown-unknown --no-default-features
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wasm-bindgen --out-dir examples/wasm/target --target web target/wasm32-unknown-unknown/debug/examples/headless_wasm.wasm
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```
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Then serve `examples/wasm` dir to browser. i.e.
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```sh
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basic-http-server examples/wasm
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```
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Example | File | Description
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`hello_wasm` | [`wasm/hello_wasm.rs`](./wasm/hello_wasm.rs) | Runs a minimal example that logs "hello world" to the browser's console
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`headless_wasm` | [`wasm/headless_wasm.rs`](./wasm/headless_wasm.rs) | Sets up a schedule runner and continually logs a counter to the browser's console
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`assets_wasm` | [`wasm/assets_wasm.rs`](./wasm/assets_wasm.rs) | Demonstrates how to load assets from wasm
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`winit_wasm` | [`wasm/winit_wasm.rs`](./wasm/winit_wasm.rs) | Logs user input to the browser's console. Requires the `bevy_winit` features
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## iOS
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#### Setup
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```sh
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rustup target add aarch64-apple-ios x86_64-apple-ios
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cargo install cargo-lipo
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```
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#### Build & Run
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Using bash:
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```sh
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cd examples/ios
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make run
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```
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In an ideal world, this will boot up, install and run the app for the first
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iOS simulator in your `xcrun simctl devices list`. If this fails, you can
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specify the simulator device UUID via:
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```sh
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DEVICE_ID=${YOUR_DEVICE_ID} make run
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```
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If you'd like to see xcode do stuff, you can run
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```sh
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open bevy_ios_example.xcodeproj/
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```
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which will open xcode. You then must push the zoom zoom play button and wait
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for the magic.
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The Xcode build GUI will by default build the rust library for both
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`x86_64-apple-ios`, and `aarch64-apple-ios` which may take a while. If you'd
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like speed this up, you update the `IOS_TARGETS` User-Defined environment
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variable in the "`cargo_ios` target" to be either `x86_64-apple-ios` or
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`aarch64-applo-ios` depending on your goal.
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Note: if you update this variable in Xcode, it will also change the default
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used for the `Makefile`.
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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
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cargo install cargo-apk
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```
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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]`.
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#### Build & Run
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To run on a device setup for Android development, run:
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```sh
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cargo apk run --example android
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```
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:warning: At this time Bevy does not work in Android Emulator.
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When using Bevy as a library, the following fields must be added to `Cargo.toml`:
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```toml
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[package.metadata.android]
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build_targets = ["aarch64-linux-android", "armv7-linux-androideabi"]
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target_sdk_version = 29
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min_sdk_version = 16
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```
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Please reference `cargo-apk` [README](https://crates.io/crates/cargo-apk) for other Android Manifest fields.
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#### Old phones
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Bevy by default targets Android API level 29 in its examples which is the [Play Store's minimum API to upload or update apps](https://developer.android.com/distribute/best-practices/develop/target-sdk). Users of older phones may want to use an older API when testing.
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To use a different API, the following fields must be updated in Cargo.toml:
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```toml
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[package.metadata.android]
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target_sdk_version = >>API<<
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min_sdk_version = >>API or less<<
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```
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