bevy-inspector-egui 0.6.1

Inspector plugin for the bevy game engine
Documentation
use bevy::prelude::*;
use bevy_inspector_egui::{Inspectable, InspectorPlugin};

#[derive(Inspectable, Default)]
struct Data {
    cube: Option<Entity>,
}

fn main() {
    App::build()
        .add_plugins(DefaultPlugins)
        .add_plugin(InspectorPlugin::<Data>::new())
        .add_startup_system(setup.system())
        .run();
}

struct Cube;

fn setup(
    mut commands: Commands,
    mut data: ResMut<Data>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    commands.spawn_bundle(PbrBundle {
        mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
        material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
        ..Default::default()
    });
    let cube = commands
        .spawn_bundle(PbrBundle {
            mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
            material: materials.add(Color::ALICE_BLUE.into()),
            transform: Transform::from_xyz(0.0, 0.5, 0.0),
            ..Default::default()
        })
        .insert(Cube)
        .id();
    data.cube = Some(cube);
    commands.spawn_bundle(LightBundle {
        transform: Transform::from_xyz(4.0, 8.0, 4.0),
        ..Default::default()
    });
    commands.spawn_bundle(PerspectiveCameraBundle {
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::default(), Vec3::Y),
        ..Default::default()
    });
}