entity_disabling/
entity_disabling.rs

1//! Disabling entities is a powerful feature that allows you to hide entities from the ECS without deleting them.
2//!
3//! This can be useful for implementing features like "sleeping" objects that are offscreen
4//! or managing networked entities.
5//!
6//! While disabling entities *will* make them invisible,
7//! that's not its primary purpose!
8//! [`Visibility`] should be used to hide entities;
9//! disabled entities are skipped entirely, which can lead to subtle bugs.
10//!
11//! # Default query filters
12//!
13//! Under the hood, Bevy uses a "default query filter" that skips entities with the
14//! the [`Disabled`] component.
15//! These filters act as a by-default exclusion list for all queries,
16//! and can be bypassed by explicitly including these components in your queries.
17//! For example, `Query<&A, With<Disabled>`, `Query<(Entity, Has<Disabled>>)` or
18//! `Query<&A, Or<(With<Disabled>, With<B>)>>` will include disabled entities.
19
20use bevy::ecs::entity_disabling::Disabled;
21use bevy::prelude::*;
22
23fn main() {
24    App::new()
25        .add_plugins((DefaultPlugins, MeshPickingPlugin))
26        .add_observer(disable_entities_on_click)
27        .add_systems(
28            Update,
29            (list_all_named_entities, reenable_entities_on_space),
30        )
31        .add_systems(Startup, (setup_scene, display_instructions))
32        .run();
33}
34
35#[derive(Component)]
36struct DisableOnClick;
37
38fn disable_entities_on_click(
39    click: On<Pointer<Click>>,
40    valid_query: Query<&DisableOnClick>,
41    mut commands: Commands,
42) {
43    // Windows and text are entities and can be clicked!
44    // We definitely don't want to disable the window itself,
45    // because that would cause the app to close!
46    if valid_query.contains(click.entity) {
47        // Just add the `Disabled` component to the entity to disable it.
48        // Note that the `Disabled` component is *only* added to the entity,
49        // its children are not affected.
50        commands.entity(click.entity).insert(Disabled);
51    }
52}
53
54#[derive(Component)]
55struct EntityNameText;
56
57// The query here will not find entities with the `Disabled` component,
58// because it does not explicitly include it.
59fn list_all_named_entities(
60    query: Query<&Name>,
61    mut name_text_query: Query<&mut Text, With<EntityNameText>>,
62    mut commands: Commands,
63) {
64    let mut text_string = String::from("Named entities found:\n");
65    // Query iteration order is not guaranteed, so we sort the names
66    // to ensure the output is consistent.
67    for name in query.iter().sort::<&Name>() {
68        text_string.push_str(&format!("{name:?}\n"));
69    }
70
71    if let Ok(mut text) = name_text_query.single_mut() {
72        *text = Text::new(text_string);
73    } else {
74        commands.spawn((
75            EntityNameText,
76            Text::default(),
77            Node {
78                position_type: PositionType::Absolute,
79                top: px(12),
80                right: px(12),
81                ..default()
82            },
83        ));
84    }
85}
86
87fn reenable_entities_on_space(
88    mut commands: Commands,
89    // This query can find disabled entities,
90    // because it explicitly includes the `Disabled` component.
91    disabled_entities: Query<Entity, With<Disabled>>,
92    input: Res<ButtonInput<KeyCode>>,
93) {
94    if input.just_pressed(KeyCode::Space) {
95        for entity in disabled_entities.iter() {
96            // To re-enable an entity, just remove the `Disabled` component.
97            commands.entity(entity).remove::<Disabled>();
98        }
99    }
100}
101
102const X_EXTENT: f32 = 900.;
103
104fn setup_scene(
105    mut commands: Commands,
106    mut meshes: ResMut<Assets<Mesh>>,
107    mut materials: ResMut<Assets<ColorMaterial>>,
108) {
109    commands.spawn(Camera2d);
110
111    let named_shapes = [
112        (Name::new("Annulus"), meshes.add(Annulus::new(25.0, 50.0))),
113        (
114            Name::new("Bestagon"),
115            meshes.add(RegularPolygon::new(50.0, 6)),
116        ),
117        (Name::new("Rhombus"), meshes.add(Rhombus::new(75.0, 100.0))),
118    ];
119    let num_shapes = named_shapes.len();
120
121    for (i, (name, shape)) in named_shapes.into_iter().enumerate() {
122        // Distribute colors evenly across the rainbow.
123        let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
124
125        commands.spawn((
126            name,
127            DisableOnClick,
128            Mesh2d(shape),
129            MeshMaterial2d(materials.add(color)),
130            Transform::from_xyz(
131                // Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2.
132                -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
133                0.0,
134                0.0,
135            ),
136        ));
137    }
138}
139
140fn display_instructions(mut commands: Commands) {
141    commands.spawn((
142        Text::new(
143            "Click an entity to disable it.\n\nPress Space to re-enable all disabled entities.",
144        ),
145        Node {
146            position_type: PositionType::Absolute,
147            top: px(12),
148            left: px(12),
149            ..default()
150        },
151    ));
152}