bevy-inspector-egui 0.24.0

Inspector plugin for the bevy game engine


Examples can be found at ./crates/bevy-inspector-egui/examples.

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.

The changelog can be found at docs/

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 are `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;
use bevy_inspector_egui::prelude::*;
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 Ok(egui_context) = world
        .query_filtered::<&mut EguiContext, With<PrimaryWindow>>()
    else {
    let mut egui_context = egui_context.clone();

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

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

            bevy_inspector_egui::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

Cargo features

  • highlight_changes - highlight changed values every frame. Ideally this should be runtime-configurable, but it was implemented like this as a stopgap solution. If you'd like to configure this at runtime, please open an issue to let me know it's more of a priority.
  • bevy_pbr (default): register default options for bevy_pbr types. You should disable this if you don't use bevy_pbr to reduce the dependency footprint.


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 reflect_inspector::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>.

Bevy support table

bevy bevy-inspector-egui
0.13 0.24
0.13 0.23
0.12 0.22
0.12 0.21
0.11 0.19-0.20
0.10 0.18
0.9 0.14-0.17
0.8 0.12-0.13
0.7 0.10-0.11
0.6 0.9
0.6 0.8
0.6 0.7
0.5 0.5-0.6
0.5 0.4
0.4 0.1-0.3