Expand description
§bevy_workbench
A mid-level editor scaffold for Bevy, positioned between bevy-inspector-egui (too basic) and Unity/Godot editors (too complex).
§We Don’t Make Scenes
Many games don’t have a “scene” concept. Bevy Workbench follows this philosophy:
- No default scene management
- No scene-based asset loading
- No scene hierarchy by default
Modules§
- bench_
ui - Bevy-specialized UI components for egui.
- config
- TOML-based editor configuration.
- console
- Console panel: collects and displays tracing logs.
- dock
- Tiling panel system based on egui_tiles.
- font
- Font management for the workbench editor.
- game_
view - Game View: renders the game world to a texture and displays it in an egui panel.
- i18n
- Internationalization support using Fluent.
- inspector
- Inspector panel: bridges bevy-inspector-egui for entity inspection.
- keybind
- Configurable keybindings for editor actions.
- layout
- Responsive layout: desktop (landscape) and portrait (mobile) modes.
- menu_
bar - Top menu bar with mode controls.
- mode
- Editor mode state machine: Edit / Play / Pause.
- prelude
- Common types re-exported for convenience.
- theme
- Theme system for the workbench editor.
- undo
- Undo/Redo system with trait-based action recording.
Structs§
- Workbench
Config - Main configuration for the workbench editor.
- Workbench
Plugin - The main workbench plugin. Add this to your Bevy app to enable the editor.
Traits§
- Workbench
App - Extension trait for registering custom panels with the app.