Crate double_dot_state Copy item path Source light_consts Constants for operating with the light units: lumens, and lux. prelude debug Constructs an event at the debug level. debug_once Call debug!
once per call site. debug_span Constructs a span at the debug level. error Constructs an event at the error level. error_once Call error!
once per call site. error_span Constructs a span at the error level. info Constructs an event at the info level. info_once Call info!
once per call site. info_span Constructs a span at the info level. once Call some expression only once per call site. trace Constructs an event at the trace level. trace_once Call trace!
once per call site. trace_span Constructs a span at the trace level. warn Constructs an event at the warn level. warn_once Call warn!
once per call site. warn_span Constructs a span at the warn level. AabbGizmoConfigGroup The GizmoConfigGroup
used for debug visualizations of Aabb
components on entities Added A filter on a component that only retains results the first time after they have been added. AmbientLight An ambient light, which lights the entire scene equally. AncestorIter An Iterator
of Entity
s over the ancestors of an Entity
. AnimationClip A list of VariableCurve
s and the AnimationTargetId
s to which they
apply. AnimationGraph A graph structure that describes how animation clips are to be blended
together. AnimationGraphAssetLoader An AssetLoader
that can load AnimationGraph
s as assets. AnimationGraphNode An individual node within an animation graph. AnimationPlayer Animation controls AnimationPlugin Adds animation support to an app AnimationTransition An animation that is being faded out as part of a transition AnimationTransitions Manages fade-out of animation blend factors, allowing for smooth transitions
between animations. Annulus A primitive shape formed by the region between two circles, also known as a ring. AnyOf The AnyOf
query parameter fetches entities with any of the component types included in T. App App
is the primary API for writing user applications. It automates the setup of a
standard lifecycle and provides interface glue for plugins .AppTypeRegistry A Resource
storing TypeRegistry
for
type registrations relevant to a whole app. Arc2d A primitive representing an arc between two points on a circle. AssetPlugin Provides “asset” loading and processing functionality. An Asset
is a “runtime value” that is loaded from an AssetSource
,
which can be something like a filesystem, a network, etc. AssetServer Loads and tracks the state of Asset
values from a configured AssetReader
. This can be used to kick off new asset loads and
retrieve their current load states. Assets Stores Asset
values identified by their AssetId
. AtlasImageBundle Deprecated A UI node that is a texture atlas sprite AudioSink Used to control audio during playback. AudioSource A source of audio data AudioSourceBundle Bundle for playing a sound. Axis Stores the position data of the input devices of type T
. BVec2 A 2-dimensional bool
vector mask. BVec3 A 3-dimensional bool
vector mask. BVec4 A 4-dimensional bool
vector mask. BackgroundColor The background color of the node BlendInput An individual input for Animatable::blend
. BorderColor The border color of the UI node. BorderRadius Used to add rounded corners to a UI node. You can set a UI node to have uniformly
rounded corners or specify different radii for each corner. If a given radius exceeds half
the length of the smallest dimension between the node’s height or width, the radius will
calculated as half the smallest dimension. BorderRect Struct defining a Sprite
border with padding values BoxedPolygon A polygon with a variable number of vertices, allocated on the heap
in a Box<[Vec2]>
. BoxedPolyline2d A series of connected line segments in 2D space, allocated on the heap
in a Box<[Vec2]>
. BoxedPolyline3d A series of connected line segments in 3D space, allocated on the heap
in a Box<[Vec3]>
. Button Marker struct for buttons ButtonBundle A UI node that is a button ButtonInput A “press-able” input of type T
. CalculatedClip The calculated clip of the node Camera The defining Component
for camera entities,
storing information about how and what to render through this camera. Camera2d Camera2dBundle Camera3d Configuration for the “main 3d render graph”.
The camera coordinate space is right-handed x-right, y-up, z-back.
This means “forward” is -Z. Camera3dBundle The camera coordinate space is right-handed x-right, y-up, z-back.
This means “forward” is -Z. Capsule2d A 2D capsule primitive, also known as a stadium or pill shape. Capsule3d A 3D capsule primitive.
A three-dimensional capsule is defined as a surface at a distance (radius) from a line Changed A filter on a component that only retains results the first time after they have been added or mutably dereferenced. ChildBuilder Struct for building children entities and adding them to a parent entity. Children Contains references to the child entities of this entity. Circle A circle primitive CircularSector A primitive representing a circular sector: a pie slice of a circle. CircularSegment A primitive representing a circular segment:
the area enclosed by the arc of a circle and its chord (the line between its endpoints). ClearChildren Command that clears all children from an entity and removes Parent
component from those
children. ClearColor A Resource
that stores the color that is used to clear the screen between frames. ColorMaterial A 2d material that renders 2d meshes with a texture tinted by a uniform color Commands A Command
queue to perform structural changes to the World
. Cone A cone primitive centered on the midpoint between the tip of the cone and the center of its base. ConicalFrustum A conical frustum primitive.
A conical frustum can be created
by slicing off a section of a cone. CubicBSpline A spline interpolated continuously across the nearest four control points. The curve does not
pass through any of the control points. CubicBezier A spline composed of a single cubic Bezier curve. CubicCardinalSpline A spline interpolated continuously across the nearest four control points, with the position of
the curve specified at every control point and the tangents computed automatically. The associated CubicCurve
has one segment between each pair of adjacent control points. CubicCurve A collection of CubicSegment
s chained into a single parametric curve. Has domain [0, N)
where N
is the number of attached segments. CubicHermite A spline interpolated continuously between the nearest two control points, with the position and
velocity of the curve specified at both control points. This curve passes through all control
points, with the specified velocity which includes direction and parametric speed. CubicNurbs Non-uniform Rational B-Splines (NURBS) are a powerful generalization of the CubicBSpline
which can
represent a much more diverse class of curves (like perfect circles and ellipses). CubicSegment A segment of a cubic curve, used to hold precomputed coefficients for fast interpolation.
Can be evaluated as a parametric curve over the domain [0, 1)
. Cuboid A cuboid primitive, more commonly known as a box. CursorEntered An event that is sent whenever the user’s cursor enters a window. CursorLeft An event that is sent whenever the user’s cursor leaves a window. CursorMoved An event reporting that the mouse cursor has moved inside a window. Cylinder A cylinder primitive DebugName Convenient query for giving a human friendly name to an entity. DefaultGizmoConfigGroup The default gizmo config group. DefaultPlugins This plugin group will add all the default plugins for a Bevy application: DefaultUiCamera Deferred A SystemParam
that stores a buffer which gets applied to the World
during
apply_deferred
.
This is used internally by Commands
to defer World
mutations. DescendantIter An Iterator
of Entity
s over the descendants of an Entity
. DespawnChildrenRecursive Despawns the given entity’s children recursively DespawnRecursive Despawns the given entity and all its children recursively Dir2 A normalized vector pointing in a direction in 2D space Dir3 A normalized vector pointing in a direction in 3D space Dir3A A normalized SIMD vector pointing in a direction in 3D space. DirectionalLight A Directional light. DirectionalLightBundle A component bundle for DirectionalLight
entities. DynamicScene A collection of serializable resources and dynamic entities. DynamicSceneBuilder A DynamicScene
builder, used to build a scene from a World
by extracting some entities and resources. DynamicSceneBundle A component bundle for a DynamicScene
root. Ellipse An ellipse primitive EnterSchedules System set that runs enter schedule(s) for state S
. Entity Lightweight identifier of an entity . EntityMut Provides mutable access to a single entity and all of its components. EntityRef A read-only reference to a particular Entity
and all of its components. EntityWorldMut A mutable reference to a particular Entity
, and the entire world.
This is essentially a performance-optimized (Entity, &mut World)
tuple,
which caches the EntityLocation
to reduce duplicate lookups. EnvironmentMapLight A pair of cubemap textures that represent the surroundings of a specific
area in space. EventReader Reads events of type T
in order and tracks which events have already been read. EventWriter Sends events of type T
. Events An event collection that represents the events that occurred within the last two
Events::update
calls.
Events can be written to using an EventWriter
and are typically cheaply read using an EventReader
. ExitSchedules System set that runs exit schedule(s) for state S
. ExtractSchedule Schedule which extract data from the main world and inserts it into the render world. Extrusion A 3D shape representing an extruded 2D base_shape
. First Runs first in the schedule. Fixed The fixed timestep game clock following virtual time. FixedFirst Runs first in the FixedMain
schedule. FixedLast The schedule that runs last in FixedMain
FixedPostUpdate The schedule that runs after the FixedUpdate
schedule, for reacting
to changes made in the main update logic. FixedPreUpdate The schedule that contains logic that must run before FixedUpdate
. FixedUpdate The schedule that contains most gameplay logic. FogSettings Configures the “classic” computer graphics distance fog effect,
in which objects appear progressively more covered in atmospheric haze the further away they are from the camera.
Affects meshes rendered via the PBR StandardMaterial
. Font FrameCountPlugin Adds frame counting functionality to Apps. Gamepad A gamepad with an associated ID
. GamepadAxis An axis of a Gamepad
. GamepadButton A button of a Gamepad
. Gamepads A collection of connected Gamepad
s. GilrsPlugin Plugin that provides gamepad handling to an App
. GizmoConfig A struct that stores configuration for gizmos. GizmoConfigStore A Resource
storing GizmoConfig
and GizmoConfigGroup
structs Gizmos A SystemParam
for drawing gizmos. GlobalTransform Describe the position of an entity relative to the reference frame. GlobalVolume Use this Resource
to control the global volume of all audio. Gltf Representation of a loaded glTF file. GltfExtras Additional untyped data that can be present on most glTF types at the primitive level. GridPlacement Represents the position of a grid item in a single axis. GridTrack A GridTrack
is a Row or Column of a CSS Grid. This struct specifies what size the track should be.
See below for the different “track sizing functions” you can specify. Has Returns a bool that describes if an entity has the component T
. HierarchyPlugin Provides hierarchy functionality to a Bevy app. Hsla Color in Hue-Saturation-Lightness (HSL) color space with alpha.
Further information on this color model can be found on Wikipedia . Hsva Color in Hue-Saturation-Value (HSV) color space with alpha.
Further information on this color model can be found on Wikipedia . Hwba Color in Hue-Whiteness-Blackness (HWB) color space with alpha.
Further information on this color model can be found on Wikipedia . IRect A rectangle defined by two opposite corners. IVec2 A 2-dimensional vector. IVec3 A 3-dimensional vector. IVec4 A 4-dimensional vector. Image ImageBundle A UI node that is an image ImagePlugin Adds the Image
as an asset and makes sure that they are extracted and prepared for the GPU. In Wrapper type to mark a SystemParam
as an input. InfinitePlane3d An unbounded plane in 3D space. It forms a separating surface through the origin,
stretching infinitely far InheritedVisibility Whether or not an entity is visible in the hierarchy.
This will not be accurate until VisibilityPropagate
runs in the PostUpdate
schedule. InsertChildren Command that inserts a child at a given index of a parent’s children, shifting following children back. IsDefaultUiCamera Marker used to identify default cameras, they will have priority over the PrimaryWindow
camera. Laba Color in LAB color space, with alpha Label Marker struct for labels Last Runs last in the schedule. Lcha Color in LCH color space, with alpha LightGizmoConfigGroup The GizmoConfigGroup
used to configure the visualization of lights. LightProbe A marker component for a light probe, which is a cuboid region that provides
global illumination to all fragments inside it. Line2d An infinite line along a direction in 2D space. Line3d An infinite line along a direction in 3D space. LinearRgba Linear RGB color with alpha. Local A system local SystemParam
. Main The schedule that contains the app logic that is evaluated each tick of App::update()
. Mat2 A 2x2 column major matrix. Mat3 A 3x3 column major matrix. Mat4 A 4x4 column major matrix. MaterialMeshBundle A component bundle for entities with a Mesh
and a Material
. MaterialNodeBundle A UI node that is rendered using a UiMaterial
MaterialPlugin Adds the necessary ECS resources and render logic to enable rendering entities using the given Material
asset type. Mesh A 3D object made out of vertices representing triangles, lines, or points,
with “attribute” values for each vertex. MinimalPlugins This plugin group will add the minimal plugins for a Bevy application: MorphWeights Controls the morph targets for all child Handle<Mesh>
entities. In most cases, MorphWeights
should be considered
the “source of truth” when writing morph targets for meshes. However you can choose to write child MeshMorphWeights
if your situation requires more granularity. Just note that if you set MorphWeights
, it will overwrite child
MeshMorphWeights
values. Mut Unique mutable borrow of an entity’s component or of a resource. Name Component used to identify an entity. Stores a hash for faster comparisons. Node Base component for a UI node, which also provides the computed size of the node. NodeBundle The basic UI node. NonSend Shared borrow of a non-Send
resource. NonSendMut Unique borrow of a non-Send
resource. Observer An Observer
system. Add this Component
to an Entity
to turn it into an “observer”. Oklaba Color in Oklab color space, with alpha Oklcha Color in Oklch color space, with alpha OnAdd Trigger emitted when a component is added to an entity. OnEnter The label of a Schedule
that only runs whenever State<S>
enters the provided state. OnExit The label of a Schedule
that only runs whenever State<S>
exits the provided state. OnInsert Trigger emitted when a component is inserted on to to an entity. OnRemove Trigger emitted when a component is removed from an entity. OnTransition The label of a Schedule
that only runs whenever State<S>
exits AND enters the provided exited
and entered
states. Or A filter that tests if any of the given filters apply. OrthographicProjection Project a 3D space onto a 2D surface using parallel lines, i.e., unlike PerspectiveProjection
,
the size of objects remains the same regardless of their distance to the camera. Outline The Outline
component adds an outline outside the edge of a UI node.
Outlines do not take up space in the layout. Overflow Whether to show or hide overflowing items ParallelCommands An alternative to Commands
that can be used in parallel contexts, such as those in Query::par_iter
ParamSet A collection of potentially conflicting SystemParam
s allowed by disjoint access. Parent Holds a reference to the parent entity of this entity.
This component should only be present on entities that actually have a parent entity. PerspectiveProjection A 3D camera projection in which distant objects appear smaller than close objects. Pitch A source of sine wave sound Plane2d An unbounded plane in 2D space. It forms a separating surface through the origin,
stretching infinitely far Plane3d A bounded plane in 3D space. It forms a surface starting from the origin with a defined height and width. PlaybackSettings Initial settings to be used when audio starts playing.
If you would like to control the audio while it is playing, query for the
AudioSink
or SpatialAudioSink
components. Changes to this component will not be applied to already-playing audio. PointLight A light that emits light in all directions from a central point. PointLightBundle A component bundle for PointLight
entities. Polygon A polygon with N vertices. Polyline2d A series of connected line segments in 2D space. Polyline3d A series of connected line segments in 3D space. PostStartup The schedule that runs once after Startup
. PostUpdate The schedule that contains logic that must run after Update
. For example, synchronizing “local transforms” in a hierarchy
to “global” absolute transforms. This enables the PostUpdate
transform-sync system to react to “local transform” changes in
Update
without the Update
systems needing to know about (or add scheduler dependencies for) the “global transform sync system”. PreStartup The schedule that runs before Startup
. PreUpdate The schedule that contains logic that must run before Update
. For example, a system that reads raw keyboard
input OS events into an Events
resource. This enables systems in Update
to consume the events from the Events
resource without actually knowing about (or taking a direct scheduler dependency on) the “os-level keyboard event system”. PushChild Command that adds a child to an entity. PushChildren Command that pushes children to the end of the entity’s Children
. Quat A quaternion representing an orientation. Query System parameter that provides selective access to the Component
data stored in a World
.QueryBuilder Builder struct to create QueryState
instances at runtime. QueryState Provides scoped access to a World
state according to a given QueryData
and QueryFilter
. RationalCurve A collection of RationalSegment
s chained into a single parametric curve. RationalSegment A segment of a rational cubic curve, used to hold precomputed coefficients for fast interpolation.
Can be evaluated as a parametric curve over the domain [0, knot_span)
. Ray2d An infinite half-line starting at origin
and going in direction
in 2D space. Ray3d An infinite half-line starting at origin
and going in direction
in 3D space. Real Real time clock representing elapsed wall clock time. ReceivedCharacter Deprecated An event that is sent whenever a window receives a character from the OS or underlying system. Rect A rectangle defined by two opposite corners. Rectangle A rectangle primitive Ref Shared borrow of an entity’s component with access to change detection.
Similar to Mut
but is immutable and so doesn’t require unique access. ReflectComponent A struct used to operate on reflected Component
trait of a type. ReflectDefault A struct used to provide the default value of a type. ReflectDeserialize A struct used to deserialize reflected instances of a type. ReflectFromReflect Type data that represents the FromReflect
trait and allows it to be used dynamically. ReflectFromWorld A struct used to operate on the reflected FromWorld
trait of a type. ReflectResource A struct used to operate on reflected Resource
of a type. ReflectSerialize A struct used to serialize reflected instances of a type. ReflectionProbeBundle A bundle that contains everything needed to make an entity a reflection
probe. RegularPolygon A polygon where all vertices lie on a circle, equally far apart. RemoveChildren Command that removes children from an entity, and removes these children’s parent. RemoveParent Command that removes the parent of an entity, and removes that entity from the parent’s Children
. RemovedComponents A SystemParam
that yields entities that had their T
Component
removed or have been despawned with it. RepeatedGridTrack Represents a possibly repeated GridTrack
. ReplaceChildren Command that clear all children from an entity, replacing them with the given children. Res Shared borrow of a Resource
. ResMut Unique mutable borrow of a Resource
. ResolvedBorderRadius Represents the resolved border radius values for a UI node. Rhombus A rhombus primitive, also known as a diamond shape. Rot2 A counterclockwise 2D rotation. RumbleSystem Updates the running gamepad rumble effects. Scene To spawn a scene, you can use either: SceneBundle A component bundle for a Scene
root. SceneSpawner Handles spawning and despawning scenes in the world, either synchronously or batched through the scene_spawner_system
. Schedule A collection of systems, and the metadata and executor needed to run them
in a certain order under certain conditions. Schedules Resource that stores Schedule
s mapped to ScheduleLabel
s excluding the current running Schedule
. ScreenSpaceAmbientOcclusionPlugin Plugin for screen space ambient occlusion. Segment2d A segment of a line along a direction in 2D space. Segment3d A segment of a line along a direction in 3D space. SerializedAnimationGraph A version of AnimationGraph
suitable for serializing as an asset. SerializedAnimationGraphNode A version of AnimationGraphNode
suitable for serializing as an asset. Shader A shader, as defined by its ShaderSource
and ShaderStage
This is an “unprocessed” shader. It can contain preprocessor directives. ShowAabbGizmo Add this Component
to an entity to draw its Aabb
component. ShowLightGizmo Add this Component
to an entity to draw any of its lights components
(PointLight
, SpotLight
and DirectionalLight
). SpatialAudioSink Used to control spatial audio during playback. SpatialBundle A Bundle
that allows the correct positional rendering of an entity. SpatialListener Settings for the listener for spatial audio sources. SpawnScene The schedule that contains scene spawning. Sphere A sphere primitive SpotLight A light that emits light in a given direction from a central point.
Behaves like a point light in a perfectly absorbent housing that
shines light only in a given direction. The direction is taken from
the transform, and can be specified with Transform::looking_at
. SpotLightBundle A component bundle for spot light entities Sprite Specifies the rendering properties of a sprite. SpriteBundle A Bundle
of components for drawing a single sprite from an image. SpriteSheetBundle Deprecated A Bundle
of components for drawing a single sprite from a sprite sheet (also referred
to as a TextureAtlas
) or for animated sprites. Srgba Non-linear standard RGB with alpha. StandardMaterial A material with “standard” properties used in PBR lighting
Standard property values with pictures here
https://google.github.io/filament/Material%20Properties.pdf . Startup The schedule that runs once when the app starts. State A finite-state machine whose transitions have associated schedules
(OnEnter(state)
and OnExit(state)
). StateField StateScoped Entities marked with this component will be removed
when the world’s state of the matching type no longer matches the supplied value. StateTransition Runs state transitions . StateTransitionEvent Event sent when any state transition of S
happens.
This includes identity transitions, where exited
and entered
have the same value. Style Describes the style of a UI container node SubApp A secondary application with its own World
. These can run independently of each other. SystemBuilder Builder struct used to construct state for SystemParam
passed to a system. TargetCamera Indicates that this root Node
entity should be rendered to a specific camera.
UI then will be laid out respecting the camera’s viewport and scale factor, and
rendered to this camera’s bevy_render::camera::RenderTarget
. TaskPoolOptions Helper for configuring and creating the default task pools. For end-users who want full control,
set up TaskPoolPlugin
TaskPoolPlugin Setup of default task pools: AsyncComputeTaskPool
,
ComputeTaskPool
, IoTaskPool
. Tetrahedron A tetrahedron primitive. Text Text2dBundle The bundle of components needed to draw text in a 2D scene via a 2D Camera2dBundle
.
Example usage. TextBundle A UI node that is text TextSection TextStyle TextureAtlas Component used to draw a specific section of a texture. TextureAtlasBuilder A builder which is used to create a texture atlas from many individual
sprites. TextureAtlasLayout Stores a map used to lookup the position of a texture in a TextureAtlas
.
This can be used to either use and look up a specific section of a texture, or animate frame-by-frame as a sprite sheet. TextureSlice Single texture slice, representing a texture rect to draw in a given area TextureSlicer Slices a texture using the 9-slicing technique. This allows to reuse an image at various sizes
without needing to prepare multiple assets. The associated texture will be split into nine portions,
so that on resize the different portions scale or tile in different ways to keep the texture in proportion. Time A generic clock resource that tracks how much it has advanced since its
previous update and since its creation. Timer Tracks elapsed time. Enters the finished state once duration
is reached. Torus A torus primitive, often representing a ring or donut shape TouchInput A touch input event. Touches A collection of Touch
es. Transform Describe the position of an entity. If the entity has a parent, the position is relative
to its parent position. TransformBundle A Bundle
of the Transform
and GlobalTransform
[Component
]s, which describe the position of an entity. TransformHelper System parameter for computing up-to-date GlobalTransform
s. TransformPlugin The base plugin for handling Transform
components TransitionSchedules System set that runs transition schedule(s) for state S
. Triangle2d A triangle in 2D space Triangle3d A 3D triangle primitive. Trigger Type containing triggered Event
information for a given run of an Observer
. This contains the
Event
data itself. If it was triggered for a specific Entity
, it includes that as well. TypeRegistrationPlugin Registration of default types to the TypeRegistry
resource. URect A rectangle defined by two opposite corners. UVec2 A 2-dimensional vector. UVec3 A 3-dimensional vector. UVec4 A 4-dimensional vector. UiImage The 2D texture displayed for this UI node UiMaterialKey UiMaterialPlugin Adds the necessary ECS resources and render logic to enable rendering entities using the given
UiMaterial
asset type (which includes UiMaterial
types). UiRect A type which is commonly used to define margins, paddings and borders. UiScale The current scale of the UI. Update The schedule that contains app logic. Ideally containing anything that must run once per
render frame, such as UI. ValidParentCheckPlugin Print a warning for each Entity
with a T
component
whose parent doesn’t have a T
component. VariableCurve Describes how an attribute of a Transform
or MorphWeights
should be animated. Vec2 A 2-dimensional vector. Vec3 A 3-dimensional vector. Vec4 A 4-dimensional vector. ViewVisibility Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering. Virtual The virtual game clock representing game time. VisibilityBundle A Bundle
of the Visibility
, InheritedVisibility
, and ViewVisibility
Component
s, which describe the visibility of an entity. Window The defining Component
for window entities,
storing information about how it should appear and behave. WindowMoved An event that is sent when a window is repositioned in physical pixels. WindowPlugin A Plugin
that defines an interface for windowing support in Bevy. WindowResizeConstraints The size limits on a Window
. With Filter that selects entities with a component T
. Without Filter that selects entities without a component T
. World Stores and exposes operations on entities , components , resources,
and their associated metadata. WorldChildBuilder Struct for adding children to an entity directly through the World
for use in exclusive systems. Xyza CIE 1931 color space, also known as XYZ, with an alpha channel.AlignContent Used to control how items are distributed. AlignItems Used to control how each individual item is aligned by default within the space they’re given. AlignSelf Used to control how the specified item is aligned within the space it’s given. AlphaMode Sets how a material’s base color alpha channel is used for transparency. AnimationGraphLoadError Various errors that can occur when serializing or deserializing animation
graphs to and from RON, respectively. AppExit An event that indicates the App
should exit. If one or more of these are present at the end of an update,
the runner will end and (maybe ) return control to the caller. AssetEvent Events that occur for a specific loaded Asset
, such as “value changed” events and “dependency” events. AssetId A unique runtime-only identifier for an Asset
. This is cheap to Copy
/Clone
and is not directly tied to the
lifetime of the Asset. This means it can point to an Asset
that no longer exists. AssetMode ClearColorConfig For a camera, specifies the color used to clear the viewport before rendering. Color An enumerated type that can represent any of the color types in this crate. CubicNurbsError Error during construction of CubicNurbs
CursorIcon The icon to display for a Window
’s Cursor
. Direction Defines the text direction. Display Defines the layout model used by this node. EulerRot Euler rotation sequences. FileDragAndDrop Events related to files being dragged and dropped on a window. FlexDirection Defines how flexbox items are ordered within a flexbox FlexWrap Defines if flexbox items appear on a single line or on multiple lines FogFalloff Allows switching between different fog falloff modes, and configuring their parameters. GamepadAxisType A type of a GamepadAxis
. GamepadButtonType A type of a GamepadButton
. GizmoLineJoint An enum configuring how line joints will be drawn. GizmoLineStyle An enum used to configure the style of gizmo lines, similar to CSS line-style GltfAssetLabel Labels that can be used to load part of a glTF GridAutoFlow Controls whether grid items are placed row-wise or column-wise as well as whether the sparse or dense packing algorithm is used. GridPlacementError Errors that occur when setting constraints for a GridPlacement
GridTrackRepetition How many times to repeat a repeated grid track Handle A strong or weak handle to a specific Asset
. If a Handle
is Handle::Strong
, the Asset
will be kept
alive until the Handle
is dropped. If a Handle
is Handle::Weak
, it does not necessarily reference a live Asset
,
nor will it keep assets alive. HexColorError Error returned if a hex string could not be parsed as a color. ImageScaleMode Controls how the image is altered when scaled. Ime A Input Method Editor event. Interaction Describes what type of input interaction has occurred for a UI node. Interpolation Interpolation method to use between keyframes. IntoDynamicImageError Errors that occur while converting an Image
into a DynamicImage
JustifyContent Used to control how items are distributed. JustifyItems Used to control how each individual item is aligned by default within the space they’re given. JustifySelf Used to control how the specified item is aligned within the space it’s given. JustifyText Describes the horizontal alignment of multiple lines of text relative to each other.
This only affects the internal positioning of the lines of text within a text entity and
does not affect the text entity’s position. KeyCode The key code of a KeyboardInput
. Keyframes List of keyframes for one of the attribute of a Transform
. LightGizmoColor Configures how a color is attributed to a light gizmo. MaxTrackSizingFunction MinTrackSizingFunction MonitorSelection References a screen monitor. MouseButton A button on a mouse device. Msaa Configuration resource for Multi-Sample Anti-Aliasing . NextState The next state of State<S>
. OverflowAxis Whether to show or hide overflowing items ParallaxMappingMethod The parallax mapping method to use to compute depth based on the
material’s depth_map
. PositionType The strategy used to position this node Projection A configurable CameraProjection
that can select its projection type at runtime. SceneFilter A filter used to control which types can be added to a DynamicScene
. SerializedAnimationClip A version of Handle<AnimationClip>
suitable for serializing as an asset. ShouldUpdateEvents Controls whether or not the events in an EventRegistry
should be updated. SliceScaleMode Defines how a texture slice scales when resized TextError TimerMode Specifies Timer
behavior. TorusKind The type of torus determined by the minor and major radii TransformSystem Set enum for the systems relating to transform propagation UntypedHandle An untyped variant of Handle
, which internally stores the Asset
type information at runtime
as a TypeId
instead of encoding it in the compile-time type. This allows handles across Asset
types
to be stored together and compared. Val Represents the possible value types for layout properties. ValArithmeticError Visibility User indication of whether an entity is visible. Propagates down the entity hierarchy. WindingOrder The winding order for a set of points WindowPosition Defines where a Window
should be placed on the screen. ZIndex Indicates that this Node
entity’s front-to-back ordering is not controlled solely
by its location in the UI hierarchy. A node with a higher z-index will appear on top
of other nodes with a lower z-index. Alpha Methods for manipulating alpha values. Animatable An animatable value type. AppExtStates State installation methods for App
and SubApp
. AppGizmoBuilder A extension trait adding App::init_gizmo_group
and App::insert_gizmo_config
. Asset AssetApp Adds asset-related builder methods to App
. AudioSinkPlayback Common interactions with an audio sink. BuildChildren Trait for removing, adding and replacing children and parents of an entity. BuildChildrenTransformExt Collection of methods similar to BuildChildren
, but preserving each
entity’s GlobalTransform
. BuildWorldChildren Trait that defines adding, changing and children and parents of an entity directly through the World
. Bundle The Bundle
trait enables insertion and removal of Component
s from an entity. ColorToComponents Trait with methods for converting colors to non-color types ColorToPacked Trait with methods for converting colors to packed non-color types Component A data type that can be used to store data for an entity . ComputedStates A state whose value is automatically computed based on the values of other States
. Condition A system that determines if one or more scheduled systems should run. CubicGenerator Implement this on cubic splines that can generate a cubic curve from their spline parameters. Decodable A type implementing this trait can be converted to a rodio::Source
type.
It must be Send
and Sync
in order to be registered.
Types that implement this trait usually contain raw sound data that can be converted into an iterator of samples.
This trait is implemented for AudioSource
.
Check the example decodable
for how to implement this trait on a custom type. DespawnRecursiveExt Trait that holds functions for despawning recursively down the transform hierarchy DetectChanges Types that can read change detection information.
This change detection is controlled by DetectChangesMut
types such as ResMut
. DetectChangesMut Types that implement reliable change detection. DirectAssetAccessExt DoubleStates EntityMapper An implementor of this trait knows how to map an Entity
into another Entity
. Event Something that “happens” and might be read / observed by app logic. FloatExt A trait for extending f32
and f64
with extra methods. FromReflect A trait that enables types to be dynamically constructed from reflected data. FromRng Ergonomics trait for a type with a Standard
distribution, allowing values to be generated
uniformly from an Rng
by a method in its own namespace. FromWorld Creates an instance of the type this trait is implemented for
using data from the supplied World
. GetField A convenience trait which combines fetching and downcasting of struct
fields. GetPath A trait which allows nested Reflect
values to be retrieved with path strings. GetTupleStructField A convenience trait which combines fetching and downcasting of tuple
struct fields. GizmoConfigGroup A trait used to create gizmo configs groups. GizmoPrimitive2d A trait for rendering 2D geometric primitives (P
) with Gizmos
. GizmoPrimitive3d A trait for rendering 3D geometric primitives (P
) with Gizmos
. Gray Trait for returning a grayscale color of a provided lightness. HierarchyQueryExt An extension trait for Query
that adds hierarchy related methods. Hue Trait for manipulating the hue of a color. IntoSystem Conversion trait to turn something into a System
. IntoSystemConfigs Types that can convert into a SystemConfigs
. IntoSystemSet Types that can be converted into a SystemSet
. IntoSystemSetConfigs Types that can convert into a SystemSetConfigs
. Luminance Methods for changing the luminance of a color. Note that these methods are not
guaranteed to produce consistent results across color spaces,
but will be within a given space. Material Materials are used alongside MaterialPlugin
and MaterialMeshBundle
to spawn entities that are rendered with a specific Material
type. They serve as an easy to use high level
way to render Mesh
entities with custom shader logic. Measured2d A trait for getting measurements of 2D shapes Measured3d A trait for getting measurements of 3D shapes MeshBuilder A trait used to build Mesh
es from a configuration Meshable A trait for shapes that can be turned into a Mesh
. Mix Linear interpolation of two colors within a given color space. Plugin A collection of Bevy app logic and configuration. PluginGroup Combines multiple Plugin
s into a single unit. Primitive2d A marker trait for 2D primitives Primitive3d A marker trait for 3D primitives RationalGenerator Implement this on cubic splines that can generate a rational cubic curve from their spline parameters. ReadOnlySystem System
types that do not modify the World
when run.
This is implemented for any systems whose parameters all implement ReadOnlySystemParam
.Reflect The core trait of bevy_reflect
, used for accessing and modifying data dynamically. ReflectPath Something that can be interpreted as a reflection path in GetPath
. Resource A type that can be inserted into a World
as a singleton. ShapeSample Exposes methods to uniformly sample a variety of primitive shapes. StateSet A States
type or tuple of types which implement States
. States Types that can define world-wide states in a finite-state machine. Struct A trait used to power struct-like operations via reflection . SubStates A sub-state is a state that exists only when the source state meet certain conditions,
but unlike ComputedStates
- while they exist they can be manually modified. System An ECS system that can be added to a Schedule
SystemParamFunction A trait implemented for all functions that can be used as System
s. SystemSet Types that identify logical groups of systems. TransformPoint A trait for point transformation methods. TupleStruct A trait used to power tuple struct-like operations via reflection . TypePath A static accessor to type paths and names. UiMaterial Materials are used alongside UiMaterialPlugin
and MaterialNodeBundle
to spawn entities that are rendered with a specific UiMaterial
type. They serve as an easy to use high level
way to render Node
entities with custom shader logic. Vec2Swizzles Vec3Swizzles Vec4Swizzles advance_transitions A system that alters the weight of currently-playing transitions based on
the current time and decline amount. any_component_removed Generates a Condition
-satisfying closure that returns true
if there are any entity with a component of the given type removed. any_with_component A Condition
-satisfying system that returns true
if there are any entities with the given component type. apply_deferred Instructs the executor to call System::apply_deferred
on the systems that have run but not applied their Deferred
system parameters
(like Commands
) or other system buffers. default An ergonomic abbreviation for Default::default()
to make initializing structs easier.
This is especially helpful when combined with “struct update syntax” . despawn_with_children_recursive Function for despawning an entity and all its children expire_completed_transitions A system that removed transitions that have completed from the
AnimationTransitions
object. in_state Generates a Condition
-satisfying closure that returns true
if the state machine is currently in state
. last_transition Returns the latest state transition event of type S
, if any are available. make_ident not Generates a Condition
that inverses the result of passed one. on_event Generates a Condition
-satisfying closure that returns true
if there are any new events of the given type since it was last called. resource_added A Condition
-satisfying system that returns true
if the resource of the given type has been added since the condition was last checked. resource_changed A Condition
-satisfying system that returns true
if the resource of the given type has had its value changed since the condition
was last checked. resource_changed_or_removed Generates a Condition
-satisfying closure that returns true
if the resource of the given type has had its value changed since the condition
was last checked. resource_equals Generates a Condition
-satisfying closure that returns true
if the resource is equal to value
. resource_exists A Condition
-satisfying system that returns true
if the resource exists. resource_exists_and_changed A Condition
-satisfying system that returns true
if the resource of the given type has had its value changed since the condition
was last checked. resource_exists_and_equals Generates a Condition
-satisfying closure that returns true
if the resource exists and is equal to value
. resource_removed Generates a Condition
-satisfying closure that returns true
if the resource of the given type has been removed since the condition was last checked. run_once Generates a Condition
-satisfying closure that returns true
if the first time the condition is run and false every time after state_changed A Condition
-satisfying system that returns true
if the state machine changed state. state_exists A Condition
-satisfying system that returns true
if the state machine exists. AnimationDiGraph A type alias for the petgraph
data structure that defines the animation
graph. AnimationNodeIndex The index of either an animation or blend node in the animation graph. AudioBundle Bundle for playing a standard bevy audio asset ColorMesh2dBundle A component bundle for entities with a Mesh2dHandle
and a ColorMaterial
. PbrBundle A component bundle for PBR entities with a Mesh
and a StandardMaterial
. PitchBundle Bundle for playing a bevy note sound bevy_main reflect_trait A macro that automatically generates type data for traits, which their implementors can then register. Asset Bundle Component Deref Implements Deref
for structs. This is especially useful when utilizing the newtype pattern. DerefMut Implements DerefMut
for structs. This is especially useful when utilizing the newtype pattern. DoubleStates DynamicPlugin Generates a dynamic plugin entry point function for the given Plugin
type. Event FromReflect Derives the FromReflect
trait. GizmoConfigGroup Implements the GizmoConfigGroup
trait for a gizmo config group type. Reflect The main derive macro used by bevy_reflect
for deriving its Reflect
trait. Resource States SubStates SystemSet Derive macro generating an impl of the trait SystemSet
. TypePath Derives the TypePath
trait, providing a stable alternative to [std::any::type_name
].