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system params can be in any order, faster compiles, remove foreach |
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.. | ||
2d | ||
3d | ||
android | ||
app | ||
asset | ||
audio | ||
diagnostics | ||
ecs | ||
game | ||
input | ||
ios | ||
scene | ||
shader | ||
ui | ||
wasm | ||
window | ||
hello_world.rs | ||
README.md |
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
Hello, World!
Example | Main | Description |
---|---|---|
hello_world |
hello_world.rs |
Runs a minimal example that outputs "hello world" |
2D Rendering
Example | Main | Description |
---|---|---|
sprite |
2d/sprite.rs |
Renders a sprite |
sprite_sheet |
2d/sprite_sheet.rs |
Renders an animated sprite |
texture_atlas |
2d/texture_atlas.rs |
Generates a texture atlas (sprite sheet) from individual sprites |
3D Rendering
Example | File | Description |
---|---|---|
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 |
3d_scene |
3d/3d_scene.rs |
Simple 3D scene with basic shapes and lighting |
spawner |
3d/spawner.rs |
Renders a large number of cubes with changing position and material |
texture |
3d/texture.rs |
Shows configuration of texture materials |
z_sort_debug |
3d/z_sort_debug.rs |
Visualizes camera Z-ordering |
Application
Example | File | Description |
---|---|---|
empty |
app/empty.rs |
An empty application (does nothing) |
empty_defaults |
app/empty_defaults.rs |
An empty application with default plugins |
headless |
app/headless.rs |
An application that runs without default plugins |
plugin |
app/plugin.rs |
Demonstrates the creation and registration of a custom plugin |
thread_pool_resources |
app/thread_pool_resources.rs |
Creates and customizes the internal thread pool |
Assets
Example | File | Description |
---|---|---|
asset_loading |
asset/asset_loading.rs |
Demonstrates various methods to load assets |
hot_asset_reloading |
asset/hot_asset_reloading.rs |
Demonstrates automatic reloading of assets when modified on disk |
Audio
Example | File | Description |
---|---|---|
audio |
audio/audio.rs |
Shows how to load and play an audio file |
Diagnostics
Example | File | Description |
---|---|---|
custom_diagnostic |
diagnostics/custom_diagnostic.rs |
Shows how to create a custom diagnostic |
print_diagnostics |
diagnostics/print_diagnostics.rs |
Add a plugin that prints diagnostics to the console |
ECS (Entity Component System)
Example | File | Description |
---|---|---|
event |
ecs/event.rs |
Illustrates event creation, activation, and reception |
ecs_guide |
ecs/ecs_guide.rs |
Full guide to Bevy's ECS |
parallel_query |
ecs/parallel_query.rs |
Illustrates parallel queries with ParallelIterator |
startup_system |
ecs/startup_system.rs |
Demonstrates a startup system (one that runs once when the app starts up) |
Games
Example | File | Description |
---|---|---|
breakout |
game/breakout.rs |
An implementation of the classic game "Breakout" |
Input
Example | File | Description |
---|---|---|
mouse_input |
input/mouse_input.rs |
Demonstrates handling a mouse button press/release |
mouse_input_events |
input/mouse_input_events.rs |
Prints out all mouse events (buttons, movement, etc.) |
keyboard_input |
input/keyboard_input.rs |
Demonstrates handling a key press/release |
keyboard_input_events |
input/keyboard_input_events.rs |
Prints out all keyboard events |
Scene
Example | File | Description |
---|---|---|
scene |
scene/scene.rs |
Demonstrates loading from and saving scenes to files |
properties |
scene/properties.rs |
Demonstrates Properties (similar to reflections in other languages) in Bevy |
Shaders
Example | File | Description |
---|---|---|
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) |
UI (User Interface)
Example | File | Description |
---|---|---|
button |
ui/button.rs |
Illustrates creating and updating a button |
text |
ui/text.rs |
Illustrates creating and updating text |
font_atlas_debug |
ui/font_atlas_debug.rs |
Illustrates how FontAtlases are populated (used to optimize text rendering internally) |
ui |
ui/ui.rs |
Illustrates various features of Bevy UI |
Window
Example | File | Description |
---|---|---|
clear_color |
window/clear_color.rs |
Creates a solid color window |
multiple_windows |
window/multiple_windows.rs |
Creates two windows and cameras viewing the same mesh |
window_settings |
window/window_settings.rs |
Demonstrates customizing default window settings |
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
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
.
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<<