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,
Due to changes and additions to APIs, there are often differences between the development examples and the released versions of Bevy on crates.io.
If you are using a release version from crates.io, 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
If you have cloned bevy's repo locally, git checkout
with the appropriate version tag.
git checkout v0.3.0
Table of Contents
The Bare Minimum
Hello, World!
Example |
Main |
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 |
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 |
spawner |
3d/spawner.rs |
Renders a large number of cubes with changing position and material |
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 |
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)
Example |
File |
Description |
change_detection |
ecs/change_detection.rs |
Change detection on components |
ecs_guide |
ecs/ecs_guide.rs |
Full guide to Bevy's ECS |
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 |
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 ) |
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
Example |
File |
Description |
array_texture |
shader/array_texture.rs |
Illustrates how to create a texture for use with a texture2DArray shader uniform variable |
mesh_custom_attribute |
shader/mesh_custom_attribute.rs |
Illustrates how to add a custom attribute to a mesh and use it in a custom shader |
hot_shader_reloading |
shader/hot_shader_reloading.rs |
Illustrates how to load shaders such that they can be edited while the example is still running |
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) |
Tools
Example |
File |
Description |
bevymark |
tools/bevymark.rs |
A heavy 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_debug |
ui/text_debug.rs |
An example for debugging text layout |
text |
ui/text.rs |
Illustrates creating and updating text |
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
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
.
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 |
headless_wasm |
wasm/headless_wasm.rs |
Sets up a schedule runner and continually logs a counter to the browser's console |
assets_wasm |
wasm/assets_wasm.rs |
Demonstrates how to load assets from wasm |
winit_wasm |
wasm/winit_wasm.rs |
Logs user input to the browser's console. Requires the bevy_winit features |