Struct bevy_inspector_egui::WorldInspectorPlugin[][src]

pub struct WorldInspectorPlugin<F = ()>(_);
Expand description

Plugin for displaying an inspector window of all entites in the world and their components.

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

fn main() {
    App::build()
        .add_plugins(DefaultPlugins)
        .add_plugin(WorldInspectorPlugin::new())
        .add_startup_system(setup.system())
        .run();
}

fn setup(mut commands: Commands) {
  // setup your scene
  // adding `Name` components will make the inspector more readable
}

To be able to edit custom components in inspector, they need to be registered first with crate::InspectableRegistry, to do that they need to implement crate::Inspectable.

use bevy::prelude::*;
use bevy_inspector_egui::{Inspectable, InspectableRegistry};

#[derive(Inspectable)]
pub struct MyComponent {
    foo: f32,
    bar: usize
}

pub struct MyPlugin;

impl Plugin for MyPlugin {
    fn build(&self, app: &mut AppBuilder) {
        let mut registry = app
            .world_mut()
            .get_resource_or_insert_with(InspectableRegistry::default);

        registry.register::<MyComponent>();
    }
}

Components can be registered in main function aswell, just use your [bevy::app::AppBuilder] instance to do so.

Implementations

Create new WorldInpsectorPlugin

Constrain the world inspector to only show entities matching the query filter F

struct Show;

App::build()
  .add_plugin(WorldInspectorPlugin::new().filter::<With<Show>>())
  .run();

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