Crate bevy_inspector_egui

source ·
Expand description

This crate contains

  • general purpose machinery for displaying Reflect values in reflect_inspector,
  • a way of associating arbitrary options with fields and enum variants in inspector_options
  • utility functions for displaying bevy resource, entities and assets in bevy_inspector
  • some drop-in plugins in quick to get you started without any code necessary.

§Use case 1: Quick plugins

These plugins can be easily added to your app, but don’t allow for customization of the presentation and content.


Displays the world’s entities, resources and assets.

image of the world inspector

use bevy::prelude::*;
use bevy_inspector_egui::quick::WorldInspectorPlugin;

fn main() {


Display a single resource in a window.

image of the resource inspector

use bevy::prelude::*;
use bevy_inspector_egui::prelude::*;
use bevy_inspector_egui::quick::ResourceInspectorPlugin;

// `InspectorOptions` are completely optional
#[derive(Reflect, Resource, Default, InspectorOptions)]
#[reflect(Resource, InspectorOptions)]
struct Configuration {
    name: String,
    #[inspector(min = 0.0, max = 1.0)]
    option: f32,

fn main() {
        .init_resource::<Configuration>() // `ResourceInspectorPlugin` won't initialize the resource
        .register_type::<Configuration>() // you need to register your type to display it
        // also works with built-in resources, as long as they implement `Reflect`

There is also the StateInspectorPlugin and the AssetInspectorPlugin.

§Use case 2: Manual UI

The quick plugins don’t allow customization of the egui window or its content, but you can easily build your own UI:

use bevy::prelude::*;
use bevy_egui::{EguiPlugin, EguiContext};
use bevy_inspector_egui::prelude::*;
use bevy_inspector_egui::bevy_inspector;
use bevy_window::PrimaryWindow;
use std::any::TypeId;

fn main() {
        .add_plugins(bevy_inspector_egui::DefaultInspectorConfigPlugin) // adds default options and `InspectorEguiImpl`s
        .add_systems(Update, inspector_ui)

fn inspector_ui(world: &mut World) {
    let mut egui_context = world
        .query_filtered::<&mut EguiContext, With<PrimaryWindow>>()

    egui::Window::new("UI").show(egui_context.get_mut(), |ui| {
        egui::ScrollArea::both().show(ui, |ui| {
            // equivalent to `WorldInspectorPlugin`
            bevy_inspector::ui_for_world(world, ui);

            // works with any `Reflect` value, including `Handle`s
            let mut any_reflect_value: i32 = 5;
            bevy_inspector::ui_for_value(&mut any_reflect_value, ui, world);

            egui::CollapsingHeader::new("Materials").show(ui, |ui| {
                bevy_inspector::ui_for_assets::<StandardMaterial>(world, ui);

            bevy_inspector::ui_for_world_entities(world, ui);

Pair this with a crate like egui_dock and you have your own editor in less than 100 lines: examples/ image of the egui_dock example


Q: How do I change the names of the entities in the world inspector?

A: You can insert the Name component.

Q: What if I just want to display a single value without passing in the whole &mut World?

A: You can use ui_for_value. Note that displaying things like Handle<StandardMaterial> won’t be able to display the asset’s value.

Q: Can I change how exactly my type is displayed?

A: Implement InspectorPrimitive and call app.register_type_data::<T, InspectorEguiImpl>.




Derive Macros§