29 Commits

Author SHA1 Message Date
Christian Oelschlegel f6ff3c334e Remove android game activity from default (#23708)
android handle only one activity, either game or native. To use native,
the default could now be used, but all other android need to add the
game activity.

# Objective

android native activities should be able to use the default

## Solution

remove android-game-activity from default

## Testing

created a default app for android native activity with default

## Important

Will be a breaking change for apps using android-game-activity.

---------

Co-authored-by: Christian Oelschlegel <oelschle@sciphy.de>
Co-authored-by: leomeinel <leo@meinel.dev>
2026-04-28 20:39:04 +00:00
Luo Zhihao d29347b9f0 Remove cmake and dummy.cpp in Android example (#23548)
# Objective

`libc++_shared.so` is no longer needed after #20323

## Solution

Remove unused `dummy.cpp` and cmake in Android examples.

## Testing

Run:
```sh
cargo ndk -P 26 -t arm64-v8a build -o examples/mobile/android_example/app/src/main/jniLibs -p bevy_mobile_example
cd examples/mobile/android_example
./gradlew assembleDebug
adb install -r ./app/build/outputs/apk/debug/app-debug.apk
```
2026-03-28 16:09:25 +00:00
Martín Maita a80470f5ec Update Rodio to 0.22 (#20323)
# Objective

- Closes #19672 

## Solution

- Updated both `cpal` and `rodio` to their latest versions.
- Updated code to address `rodio`'s breaking changes.
- Reworked audio related feature flags. NOTE: `symphonia` will only be
the default backend for formats with no alternative fallback.
- Added `audio-all-formats` feature collection to easily enable all the
available audio formats using their default backends.
- Replaced `aarch64-apple-ios-sim` target with
`arm64-apple-ios-simulator`.

## Testing

- Tested audio related examples.
- CI checks passing.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2026-03-24 23:31:06 +00:00
Terra 51fc15b1a9 Fix doc for cargo feature profiles doc (#22566)
# Objective

- Bevy 0.17 does not have a feature named `2d`. It was introduced in
0.18.
- Feel free to change the PR title if it's ambiguous or close the PR if
I'm wrong.

## Solution

- Update to 0.18.

## Testing
- None
2026-01-17 12:38:27 +00:00
Carter Anderson 1e7f4931aa Fix typo in features.md.tpl (#21546)
# Objective

Fix typo

## Solution

Fix typo
2025-10-14 22:24:42 +00:00
Carter Anderson f3ec3c070e Cargo Feature Collections (#21472)
## Objective

Users of the `bevy` crate currently live one of two lifestyles:

1. Use all of Bevy's default features, potentially compiling many
features you don't need or don't want. If there is a feature you _cannot
have_ in your app, you must move on to option (2)
2. Disable Bevy's default features, and compose the complete list of
features yourself.

Living in the world of (2) is an exercise in frustration, as the list of
required features to accomplish a given task changes regularly across
releases as we add and change features. This is an _expert level_ task
that requires intimate knowledge of engine internals to get right. Even
I, Bevy's lead developer, would struggle here. To the point that I would
never voluntarily choose to disable Bevy's default features.

Most games/apps are 2D-only, 3D-only, or UI-only and don't require the
full set of features. We cannot currently in good conscience recommend
that those developers live in the "no default features" world. That is a
fast track to pain, suffering, and perhaps a quick exit from the Bevy
ecosystem.

The same problem exists for developers that want to build their own Bevy
renderer or replace Bevy UI with their own framework. Once again, we
_cannot_ recommend that those developers manage every Bevy feature
themselves.

Fixes: #21369
Alternative to: #20741 #21236

## Solution

Define a "standalone" set of features that enable Bevy developers to
disable default features, then opt in to the funtionality they want. The
"default" `bevy` feature set is now just:

```toml
default = ["2d", "3d", "ui"]
```

This enables developers to select only the features they need. For
example, a UI-only app would look like this:

```toml
bevy = { version = "0.17", default-features = false, features = [ "ui" ] }
```

"2d", "3d", and "ui" each contain the "full" Bevy experience for that
domain. This also includes:
- `default_platform`: the default "platform support" features (see docs)
- `default_app`: the default "app framework" features (see docs)

For developers that do not want the default bevy render / platform / app
functionality, this breaks down further into:

- `common_api`: common / core backend-less user-facing Bevy render api
- `2d_api`: common / core backend-less user-facing Bevy 2d api
- `3d_api`: common / core backend-less user-facing Bevy 3d api
- `ui_api`: common / core backend-less user-facing Bevy ui api

(and many others)

I've also added the `dev` feature to this PR, which enables the
recommended "dev only" features like dynamic linking, asset watching /
hot reloading, and dev / debug tools. Including dynamic linking is a bit
controversial here given that it doesn't work everywhere. But I'd like
to aggressively push people into the dynamic linking workflow wherever
possible, as developing without it is signficantly worse. And removing a
single `dev` feature is a much simpler release workflow.

---------

Co-authored-by: atlv <email@atlasdostal.com>
2025-10-10 02:42:54 +00:00
atlv f73e3bc11e Add generator command to features md file (#21434)
# Objective

- i always forget what it is

## Solution

- put it at the top of the file (another md template does this - not
new)

## Testing

- umm
2025-10-07 18:07:24 +00:00
IceSentry 7300f56e18 Fix examples REAMDE markdown (#20428)
# Objective

- Markdownlint doesn't allow more than 1 h1 heading in a file

## Solution

- Add one more level to everything

## Testing

N/A
2025-08-05 16:29:17 +00:00
Carter Anderson 7e9d6d852b bevyengine.org -> bevy.org (#19503)
We have acquired [bevy.org](https://bevy.org) and the migration has
finished! Meaning we can now update all of the references in this repo.
2025-06-05 23:09:28 +00:00
oracle58 d7cab93495 Add debug build option to build-wasm-example (#19312)
## Objective

- Add a `--debug` flag to `build-wasm-example` to support debug builds
for WebGL2/WebGPU targets.
- Fixes #18464

## Solution
- Added `--debug` flag to build Wasm examples in debug mode.
- Default remains release mode if `--debug` is not specified.
- Updated documentation to describe the new flag and usage.

## Testing
- Verified debug and release builds for WebGL2 and WebGPU respectively.
- Confirmed wasm artifacts are placed in the correct target dir for each
build profile:
  - Debug: `target/wasm32-unknown-unknown/debug/examples/`
  - Release: `target/wasm32-unknown-unknown/release/examples/`
- Confirmed wasm-bindgen output is written to:
`examples/wasm/target/debug` , `examples/wasm/target/release`
- Haven't actually tested running the example

| Backend | Profile | Artifacts written | Build success    |
|---------|---------|-------------------|------------------|
| webgl2 | debug | ✓ | ✓ |
| webgl2 | release | ✓ | ✓ |
| webpgu | debug | ✓ | ✓ |
| webpgu | release | ✓ | ✓ |

### Examples

**Debug**
```
$ cargo run -p build-wasm-example -- --api webgl2 --debug load_gltf
```
```
Finished `dev` profile [unoptimized + debuginfo] target(s) in 1m 02s
wasm-bindgen --out-dir examples/wasm/target/debug --out-name wasm_example --target web target/wasm32-unknown-unknown/debug/examples/load_gltf.wasm
```

**Release**
```
$ cargo run -p build-wasm-example -- --api webgl2 load_gltf`
```
```
Finished `release` profile [optimized] target(s) in 1m 08s
wasm-bindgen --out-dir examples/wasm/target/release --out-name wasm_example --target web target/wasm32-unknown-unknown/release/examples/load_gltf.wasm
```

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2025-05-24 01:43:57 +00:00
Zachary Harrold 4fca331bb6 Fix Formatting of Optimisation Table (#18375)
# Objective

New markdown linter doesn't like this table.

## Solution

Fixed it.

## Testing

CI
2025-03-18 00:01:45 +00:00
Rob Parrett b77e3ef33a Fix a few typos (#17292)
# Objective

Stumbled upon a `from <-> form` transposition while reviewing a PR,
thought it was interesting, and went down a bit of a rabbit hole.

## Solution

Fix em
2025-01-10 22:48:30 +00:00
homersimpsons 0707c0717b ✏️ Fix typos across bevy (#16702)
# Objective

Fixes typos in bevy project, following suggestion in
https://github.com/bevyengine/bevy-website/pull/1912#pullrequestreview-2483499337

## Solution

I used https://github.com/crate-ci/typos to find them.

I included only the ones that feel undebatable too me, but I am not in
game engine so maybe some terms are expected.

I left out the following typos:
- `reparametrize` => `reparameterize`: There are a lot of occurences, I
believe this was expected
- `semicircles` => `hemicircles`: 2 occurences, may mean something
specific in geometry
- `invertation` => `inversion`: may mean something specific
- `unparented` => `parentless`: may mean something specific
- `metalness` => `metallicity`: may mean something specific

## Testing

- Did you test these changes? If so, how? I did not test the changes,
most changes are related to raw text. I expect the others to be tested
by the CI.
- Are there any parts that need more testing? I do not think
- How can other people (reviewers) test your changes? Is there anything
specific they need to know? To me there is nothing to test
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

---

## Migration Guide

> This section is optional. If there are no breaking changes, you can
delete this section.

(kept in case I include the `reparameterize` change here)

- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.

## Questions

- [x] Should I include the above typos? No
(https://github.com/bevyengine/bevy/pull/16702#issuecomment-2525271152)
- [ ] Should I add `typos` to the CI? (I will check how to configure it
properly)

This project looks awesome, I really enjoy reading the progress made,
thanks to everyone involved.
2024-12-08 01:18:39 +00:00
Rich Churcher bb81a2cdb3 Simple integration testing (adopted) (#16489)
# Objective

This older PR from `Wcubed` seemed well worth saving, adopted from
#7314. See also tracking issue #2896 for ongoing discussion of Bevy
testability. Thanks `Wcubed`!

## Solution

- Updated for 0.15
- Added the `expected`/`actual` pattern
- Switched to function plugin
- Tweaked a bit of description

## Testing

Green.

---------

Co-authored-by: Wybe Westra <dev@wwestra.nl>
Co-authored-by: Wybe Westra <wybe.westra@protonmail.com>
2024-11-24 20:54:59 +00:00
Rob Parrett 30d84519a2 Use en-us locale for typos (#16037)
# Objective

Bevy seems to want to standardize on "American English" spellings. Not
sure if this is laid out anywhere in writing, but see also #15947.

While perusing the docs for `typos`, I noticed that it has a `locale`
config option and tried it out.

## Solution

Switch to `en-us` locale in the `typos` config and run `typos -w`

## Migration Guide

The following methods or fields have been renamed from `*dependants*` to
`*dependents*`.

- `ProcessorAssetInfo::dependants`
- `ProcessorAssetInfos::add_dependant`
- `ProcessorAssetInfos::non_existent_dependants`
- `AssetInfo::dependants_waiting_on_load`
- `AssetInfo::dependants_waiting_on_recursive_dep_load`
- `AssetInfos::loader_dependants`
- `AssetInfos::remove_dependants_and_labels`
2024-10-20 18:55:17 +00:00
Eero Lehtinen d0edbdac78 Fix cargo-ndk build command (#15648)
# Objective

- Fix cargo-ndk build command documentation in readme.

```sh
❯ cargo ndk -t arm64-v8a build -o android_example/app/src/main/jniLibs
    Building arm64-v8a (aarch64-linux-android)
error: unexpected argument '-o' found
```

## Solution

- Move "build" to the end of the command.

## Testing

- With the new command order building works.
```sh
❯ cargo ndk -t arm64-v8a -o android_example/app/src/main/jniLibs build
    Building arm64-v8a (aarch64-linux-android)
   Compiling bevy_ptr v0.15.0-dev (/home/eero/repos/bevy/crates/bevy_ptr)
   Compiling bevy_macro_utils v0.15.0-dev (/home/eero/repos/bevy/crates/bevy_macro_utils)
   Compiling event-listener v5.3.1

... rest of compilation ...
```
2024-10-04 19:20:25 +00:00
Litttle_fish e924df0e1a Add features to switch NativeActivity and GameActivity usage (#12095)
# Objective

Add two features to switch bevy to use `NativeActivity` or
`GameActivity` on Android, use `GameActivity` by default.

Also close  #12058 and probably #12026 .

## Solution

Add two features to the corresponding crates so you can toggle it, like
what `winit` and `android-activity` crate did.

---

## Changelog

Removed default `NativeActivity` feature implementation for Android,
added two new features to enable `NativeActivity` and `GameActivity`,
and use `GameActivity` by default.

## Migration Guide

Because `cargo-apk` is not compatible with `GameActivity`,
building/running using `cargo apk build/run -p bevy_mobile_example` is
no longer possible.
Users should follow the new workflow described in document.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Rich Churcher <rich.churcher@gmail.com>
2024-10-01 22:23:48 +00:00
Jan Hohenheim 6f7c554daa Fix common capitalization errors in documentation (#14562)
WASM -> Wasm
MacOS -> macOS

Nothing important, just something that annoyed me for a while :)
2024-07-31 21:16:05 +00:00
Ben Frankel 3452781bf7 Deduplicate Wasm optimization instructions (#14173)
See https://github.com/bevyengine/bevy-website/pull/1538 for context.
2024-07-06 15:38:29 +00:00
Kaur Kuut 165c360070 Update wgpu to v0.19.3 and unpin web-sys. (#12247)
# Objective

This PR unpins `web-sys` so that unrelated projects that have
`bevy_render` in their workspace can finally update their `web-sys`.
More details in and fixes #12246.

## Solution

* Update `wgpu` from 0.19.1 to 0.19.3.
* Remove the `web-sys` pin.
* Update docs and wasm helper to remove the now-stale
`--cfg=web_sys_unstable_apis` Rust flag.

---

## Changelog

Updated `wgpu` to v0.19.3 and removed `web-sys` pin.
2024-03-02 00:44:51 +00:00
Joshua Schlichting a463d0c637 Fixed iOS documentation typo for xcrun command (#12112)
```
$ xcrun simctl devices list
Unrecognized subcommand: devices
usage: simctl [--set <path>] [--profiles <path>] <subcommand> ...
       simctl help [subcommand]
Command line utility to control the Simulator
```

# Objective

- The `examples/README.md` contains an invalid example command for
listing iOS devices using `xcrun`.
## Solution

- Update example command to omit the current invalid subcommand
"`devices`".
2024-02-26 04:59:19 +00:00
Elabajaba 35ac1b152e Update to wgpu 0.19 and raw-window-handle 0.6 (#11280)
# Objective

Keep core dependencies up to date.

## Solution

Update the dependencies.

wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was
included in this.

The rwh 0.6 version bump is just the simplest way of doing it. There
might be a way we can take advantage of wgpu's new safe surface creation
api, but I'm not familiar enough with bevy's window management to
untangle it and my attempt ended up being a mess of lifetimes and rustc
complaining about missing trait impls (that were implemented). Thanks to
@MiniaczQ for the (much simpler) rwh 0.6 version bump code.

Unblocks https://github.com/bevyengine/bevy/pull/9172 and
https://github.com/bevyengine/bevy/pull/10812

~~This might be blocked on cpal and oboe updating their ndk versions to
0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested
on android, and everything seems to work correctly (audio properly stops
when minimized, and plays when re-focusing the app).

---

## Changelog

- `wgpu` has been updated to 0.19! The long awaited arcanization has
been merged (for more info, see
https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan
should now be working again on Intel GPUs.
- Targeting WebGPU now requires that you add the new `webgpu` feature
(setting the `RUSTFLAGS` environment variable to
`--cfg=web_sys_unstable_apis` is still required). This feature currently
overrides the `webgl2` feature if you have both enabled (the `webgl2`
feature is enabled by default), so it is not recommended to add it as a
default feature to libraries without putting it behind a flag that
allows library users to opt out of it! In the future we plan on
supporting wasm binaries that can target both webgl2 and webgpu now that
wgpu added support for doing so (see
https://github.com/bevyengine/bevy/issues/11505).
- `raw-window-handle` has been updated to version 0.6.

## Migration Guide

- `bevy_render::instance_index::get_instance_index()` has been removed
as the webgl2 workaround is no longer required as it was fixed upstream
in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed.
- WebGPU now requires the new `webgpu` feature to be enabled. The
`webgpu` feature currently overrides the `webgl2` feature so you no
longer need to disable all default features and re-add them all when
targeting `webgpu`, but binaries built with both the `webgpu` and
`webgl2` features will only target the webgpu backend, and will only
work on browsers that support WebGPU.
- Places where you conditionally compiled things for webgl2 need to be
updated because of this change, eg:
- `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]`
becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"),
feature = "webgpu"))]`
- `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes
`#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))]`
- `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if
cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))`
- `create_texture_with_data` now also takes a `TextureDataOrder`. You
can probably just set this to `TextureDataOrder::default()`
- `TextureFormat`'s `block_size` has been renamed to `block_copy_size`
- See the `wgpu` changelog for anything I might've missed:
https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
Martín Maita 0dc7e60d0e Improve WebGPU unstable flags docs (#10163)
# Objective

- Fixes #9382

## Solution

- Added a few extra notes in regards to WebGPU experimental state and
the need of enabling unstable APIs through certain attribute flags in
`cargo_features.md` and the examples `README.md` files.
2023-10-18 17:30:44 +00:00
Rob Parrett 7063c86ed4 Fix some typos (#9934)
# Objective

To celebrate the turning of the seasons, I took a small walk through the
codebase guided by the "[code spell
checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker)"
VS Code extension and fixed a few typos.
2023-09-26 19:46:24 +00:00
Seb Ospina e489dcc9e8 webgl feature renamed to webgl2 (#9370)
Addresses:
```sh
$ cargo build --release --example lighting --target wasm32-unknown-unknown --features webgl
error: none of the selected packages contains these features: webgl, did you mean: webgl2, webp?
```

# Objective

- When following the instructions for the web examples.
- Document clearly the generated file `./target/wasm_example.js`, since
it didn't appear on `git grep` (missing extension)

## Solution

- Follow the feature rename on the docs.

---------

Signed-off-by: Seb Ospina <kraige@gmail.com>
2023-08-12 21:05:36 +00:00
François 25f013ba1b audio and browsers section for wasm examples (#8625)
# Objective

- Help users better understand audio issues in wasm

## Solution

- Describe some of the known issues, and some of the workarounds
2023-05-17 23:54:35 +00:00
François 71842c5ac9 Webgpu support (#8336)
# Objective

- Support WebGPU
- alternative to #5027 that doesn't need any async / await
- fixes #8315 
- Surprise fix #7318

## Solution

### For async renderer initialisation 

- Update the plugin lifecycle:
  - app builds the plugin
    - calls `plugin.build`
    - registers the plugin
  - app starts the event loop
- event loop waits for `ready` of all registered plugins in the same
order
    - returns `true` by default
- then call all `finish` then all `cleanup` in the same order as
registered
  - then execute the schedule

In the case of the renderer, to avoid anything async:
- building the renderer plugin creates a detached task that will send
back the initialised renderer through a mutex in a resource
- `ready` will wait for the renderer to be present in the resource
- `finish` will take that renderer and place it in the expected
resources by other plugins
- other plugins (that expect the renderer to be available) `finish` are
called and they are able to set up their pipelines
- `cleanup` is called, only custom one is still for pipeline rendering

### For WebGPU support

- update the `build-wasm-example` script to support passing `--api
webgpu` that will build the example with WebGPU support
- feature for webgl2 was always enabled when building for wasm. it's now
in the default feature list and enabled on all platforms, so check for
this feature must also check that the target_arch is `wasm32`

---

## Migration Guide

- `Plugin::setup` has been renamed `Plugin::cleanup`
- `Plugin::finish` has been added, and plugins adding pipelines should
do it in this function instead of `Plugin::build`
```rust
// Before
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);

        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };

        render_app
            .init_resource::<RenderResourceNeedingDevice>()
            .init_resource::<OtherRenderResource>();
    }
}

// After
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);
    
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<OtherRenderResource>();
    }

    fn finish(&self, app: &mut App) {
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<RenderResourceNeedingDevice>();
    }
}
```
2023-05-04 22:07:57 +00:00
Nicola Papale e243175d27 Add examples page build instructions (#8413)
# Objective

Bevy provides an easy way to build the `examples/README.md` page, but
it's difficult to discover.
By adding instructions in `CONTRIBUTING.md`, it's easier to find that
it's possible to avoid this error-prone manual process.

Precisely: #8405 took me about 1 additional hour searching what command
to use to generate automatically the file. (I could have manually edited
the README, but that's beyond the point…)
2023-04-17 16:13:24 +00:00
François 261905f11d Feature documentation (#7814)
# Objective

- Fixes #1800, fixes #6984
- Alternative to #7196
- Ensure feature list is always up to date and that all are documented
- Help discovery of features

## Solution

- Use a template to update the cargo feature list
- Use the comment just above the feature declaration as the description
- Add the checks to CI
- Add the features to the base crate doc
2023-02-28 14:24:47 +00:00