mirror of
https://github.com/bevyengine/bevy
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d9282486e3
# Objective - I dont think we want bevy_remote enable by default until our editor is out. ## Solution - Disable it
113 lines
7.2 KiB
Markdown
113 lines
7.2 KiB
Markdown
<!-- MD041 - This file will be included in docs and should not start with a top header -->
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<!-- markdownlint-disable-file MD041 -->
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## Cargo Features
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Bevy exposes many features to customize the engine. Enabling them add functionalities but often come at the cost of longer compilation times and extra dependencies.
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### Default Features
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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.
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|feature name|description|
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|android-game-activity|Android GameActivity support. Default, choose between this and `android-native-activity`.|
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|android_shared_stdcxx|Enable using a shared stdlib for cxx on Android|
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|animation|Enable animation support, and glTF animation loading|
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|bevy_animation|Provides animation functionality|
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|bevy_asset|Provides asset functionality|
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|bevy_audio|Provides audio functionality|
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|bevy_color|Provides shared color types and operations|
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|bevy_core_pipeline|Provides cameras and other basic render pipeline features|
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|bevy_gilrs|Adds gamepad support|
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|bevy_gizmos|Adds support for rendering gizmos|
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|bevy_gltf|[glTF](https://www.khronos.org/gltf/) support|
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|bevy_mesh_picking_backend|Provides an implementation for picking meshes|
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|bevy_pbr|Adds PBR rendering|
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|bevy_picking|Provides picking functionality|
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|bevy_render|Provides rendering functionality|
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|bevy_scene|Provides scene functionality|
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|bevy_sprite|Provides sprite functionality|
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|bevy_sprite_picking_backend|Provides an implementation for picking sprites|
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|bevy_state|Enable built in global state machines|
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|bevy_text|Provides text functionality|
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|bevy_ui|A custom ECS-driven UI framework|
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|bevy_ui_picking_backend|Provides an implementation for picking UI|
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|bevy_window|Windowing layer|
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|bevy_winit|winit window and input backend|
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|custom_cursor|Enable winit custom cursor support|
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|default_font|Include a default font, containing only ASCII characters, at the cost of a 20kB binary size increase|
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|hdr|HDR image format support|
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|ktx2|KTX2 compressed texture support|
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|multi_threaded|Enables multithreaded parallelism in the engine. Disabling it forces all engine tasks to run on a single thread.|
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|png|PNG image format support|
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|smaa_luts|Include SMAA Look Up Tables KTX2 Files|
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|sysinfo_plugin|Enables system information diagnostic plugin|
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|tonemapping_luts|Include tonemapping Look Up Tables KTX2 files. If everything is pink, you need to enable this feature or change the `Tonemapping` method for your `Camera2d` or `Camera3d`.|
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|vorbis|OGG/VORBIS audio format support|
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|webgl2|Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.|
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|x11|X11 display server support|
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|zstd|For KTX2 supercompression|
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### Optional Features
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|feature name|description|
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|accesskit_unix|Enable AccessKit on Unix backends (currently only works with experimental screen readers and forks.)|
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|android-native-activity|Android NativeActivity support. Legacy, should be avoided for most new Android games.|
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|asset_processor|Enables the built-in asset processor for processed assets.|
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|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.|
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|basis-universal|Basis Universal compressed texture support|
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|bevy_ci_testing|Enable systems that allow for automated testing on CI|
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|bevy_debug_stepping|Enable stepping-based debugging of Bevy systems|
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|bevy_dev_tools|Provides a collection of developer tools|
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|bevy_remote|Enable the Bevy Remote Protocol|
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|bmp|BMP image format support|
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|dds|DDS compressed texture support|
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|debug_glam_assert|Enable assertions in debug builds to check the validity of parameters passed to glam|
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|detailed_trace|Enable detailed trace event logging. These trace events are expensive even when off, thus they require compile time opt-in|
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|dynamic_linking|Force dynamic linking, which improves iterative compile times|
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|embedded_watcher|Enables watching in memory asset providers for Bevy Asset hot-reloading|
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|experimental_pbr_pcss|Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs|
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|exr|EXR image format support|
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|ff|Farbfeld image format support|
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|file_watcher|Enables watching the filesystem for Bevy Asset hot-reloading|
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|flac|FLAC audio format support|
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|ghost_nodes|Experimental support for nodes that are ignored for UI layouting|
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|gif|GIF image format support|
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|glam_assert|Enable assertions to check the validity of parameters passed to glam|
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|ico|ICO image format support|
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|ios_simulator|Enable support for the ios_simulator by downgrading some rendering capabilities|
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|jpeg|JPEG image format support|
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|meshlet|Enables the meshlet renderer for dense high-poly scenes (experimental)|
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|meshlet_processor|Enables processing meshes into meshlet meshes for bevy_pbr|
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|minimp3|MP3 audio format support (through minimp3)|
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|mp3|MP3 audio format support|
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|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|
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|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|
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|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|
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|pnm|PNM image format support, includes pam, pbm, pgm and ppm|
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|qoi|QOI image format support|
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|reflect_functions|Enable function reflection|
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|serialize|Enable serialization support through serde|
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|shader_format_glsl|Enable support for shaders in GLSL|
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|shader_format_spirv|Enable support for shaders in SPIR-V|
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|spirv_shader_passthrough|Enable passthrough loading for SPIR-V shaders (Only supported on Vulkan, shader capabilities and extensions must agree with the platform implementation)|
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|symphonia-aac|AAC audio format support (through symphonia)|
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|symphonia-all|AAC, FLAC, MP3, MP4, OGG/VORBIS, and WAV audio formats support (through symphonia)|
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|symphonia-flac|FLAC audio format support (through symphonia)|
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|symphonia-isomp4|MP4 audio format support (through symphonia)|
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|symphonia-vorbis|OGG/VORBIS audio format support (through symphonia)|
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|symphonia-wav|WAV audio format support (through symphonia)|
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|tga|TGA image format support|
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|tiff|TIFF image format support|
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|trace|Tracing support|
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|trace_chrome|Tracing support, saving a file in Chrome Tracing format|
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|trace_tracy|Tracing support, exposing a port for Tracy|
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|trace_tracy_memory|Tracing support, with memory profiling, exposing a port for Tracy|
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|track_change_detection|Enables source location tracking for change detection, which can assist with debugging|
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|wav|WAV audio format support|
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|wayland|Wayland display server support|
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|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.|
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|webp|WebP image format support|
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|zlib|For KTX2 supercompression|
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