repo stringlengths 6 65 | file_url stringlengths 81 311 | file_path stringlengths 6 227 | content stringlengths 0 32.8k | language stringclasses 1
value | license stringclasses 7
values | commit_sha stringlengths 40 40 | retrieved_at stringdate 2026-01-04 15:31:58 2026-01-04 20:25:31 | truncated bool 2
classes |
|---|---|---|---|---|---|---|---|---|
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/shadow_caster_receiver.rs | examples/3d/shadow_caster_receiver.rs | //! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene.
use std::f32::consts::PI;
use bevy::{
color::palettes::basic::{BLUE, LIME, RED},
light::{CascadeShadowConfigBuilder, NotShadowCaster, NotShadowReceiver},
prelude::*,
};
fn main() {
println!(
"Controls:
C ... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/lines.rs | examples/3d/lines.rs | //! Create a custom material to draw basic lines in 3D
use bevy::{
asset::RenderAssetUsages,
mesh::{MeshVertexBufferLayoutRef, PrimitiveTopology},
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
reflect::TypePath,
render::render_resource::{
AsBindGroup, PolygonMode, RenderPipe... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/clustered_decals.rs | examples/3d/clustered_decals.rs | //! Demonstrates clustered decals, which affix decals to surfaces.
use std::f32::consts::{FRAC_PI_3, PI};
use std::fmt::{self, Formatter};
use bevy::{
color::palettes::css::{LIME, ORANGE_RED, SILVER},
input::mouse::AccumulatedMouseMotion,
light::ClusteredDecal,
pbr::{decal, ExtendedMaterial, MaterialE... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/depth_of_field.rs | examples/3d/depth_of_field.rs | //! Demonstrates depth of field (DOF).
//!
//! The depth of field effect simulates the blur that a real camera produces on
//! objects that are out of focus.
//!
//! The test scene is inspired by [a blog post on depth of field in Unity].
//! However, the technique used in Bevy has little to do with that blog post,
//! ... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/specular_tint.rs | examples/3d/specular_tint.rs | //! Demonstrates specular tints and maps.
use std::f32::consts::PI;
use bevy::{color::palettes::css::WHITE, core_pipeline::Skybox, prelude::*, render::view::Hdr};
/// The camera rotation speed in radians per frame.
const ROTATION_SPEED: f32 = 0.005;
/// The rate at which the specular tint hue changes in degrees per ... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/skybox.rs | examples/3d/skybox.rs | //! Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats
#[cfg(not(target_arch = "wasm32"))]
use bevy::anti_alias::taa::TemporalAntiAliasing;
use bevy::{
camera_controller::free_camera::{FreeCamera, FreeCameraPlugin},
core_pipeline::Skybox,
image::Compres... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/atmosphere.rs | examples/3d/atmosphere.rs | //! This example showcases pbr atmospheric scattering
#[cfg(feature = "free_camera")]
use bevy::camera_controller::free_camera::{FreeCamera, FreeCameraPlugin};
use std::f32::consts::PI;
use bevy::{
anti_alias::fxaa::Fxaa,
camera::Exposure,
color::palettes::css::BLACK,
core_pipeline::tonemapping::Tonema... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/split_screen.rs | examples/3d/split_screen.rs | //! Renders four cameras to the same window to accomplish "split screen".
use std::f32::consts::PI;
use bevy::{
camera::Viewport, light::CascadeShadowConfigBuilder, prelude::*, window::WindowResized,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/3d_scene.rs | examples/3d/3d_scene.rs | //! A simple 3D scene with light shining over a cube sitting on a plane.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/fog.rs | examples/3d/fog.rs | //! Distance-based fog visual effects are used in many games to give a soft falloff of visibility to the player for performance and/or visual design reasons. The further away something in a 3D world is from the camera, the more it's mixed or completely overwritten by a given color.
//!
//! In Bevy we can add the [`Dist... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/ssr.rs | examples/3d/ssr.rs | //! Demonstrates screen space reflections in deferred rendering.
use std::ops::Range;
use bevy::{
anti_alias::fxaa::Fxaa,
color::palettes::css::{BLACK, WHITE},
core_pipeline::Skybox,
image::{
ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler,
ImageSamplerDescriptor,
... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/occlusion_culling.rs | examples/3d/occlusion_culling.rs | //! Demonstrates occlusion culling.
//!
//! This demo rotates many small cubes around a rotating large cube at the
//! origin. At all times, the large cube will be occluding several of the small
//! cubes. The demo displays the number of cubes that were actually rendered, so
//! the effects of occlusion culling can be ... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/irradiance_volumes.rs | examples/3d/irradiance_volumes.rs | //! This example shows how irradiance volumes affect the indirect lighting of
//! objects in a scene.
//!
//! The controls are as follows:
//!
//! * Space toggles the irradiance volume on and off.
//!
//! * Enter toggles the camera rotation on and off.
//!
//! * Tab switches the object between a plain sphere and a runn... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/reflection_probes.rs | examples/3d/reflection_probes.rs | //! This example shows how to place reflection probes in the scene.
//!
//! Press Space to cycle through the reflection modes:
//!
//! 1. A pre-generated [`EnvironmentMapLight`] acting as a reflection probe, with both the skybox and cubes
//! 2. A runtime-generated [`GeneratedEnvironmentMapLight`] acting as a reflectio... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/motion_blur.rs | examples/3d/motion_blur.rs | //! Demonstrates how to enable per-object motion blur. This rendering feature can be configured per
//! camera using the [`MotionBlur`] component.z
use bevy::{
image::{ImageAddressMode, ImageFilterMode, ImageSampler, ImageSamplerDescriptor},
math::ops,
post_process::motion_blur::MotionBlur,
prelude::*,... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/color_grading.rs | examples/3d/color_grading.rs | //! Demonstrates color grading with an interactive adjustment UI.
use std::{
f32::consts::PI,
fmt::{self, Formatter},
};
use bevy::{
light::CascadeShadowConfigBuilder,
prelude::*,
render::view::{ColorGrading, ColorGradingGlobal, ColorGradingSection, Hdr},
};
use std::fmt::Display;
static FONT_PAT... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/wireframe.rs | examples/3d/wireframe.rs | //! Showcases wireframe rendering.
//!
//! Wireframes currently do not work when using webgl or webgpu.
//! Supported platforms:
//! - DX12
//! - Vulkan
//! - Metal
//!
//! This is a native only feature.
use bevy::{
color::palettes::css::*,
pbr::wireframe::{NoWireframe, Wireframe, WireframeColor, WireframeConf... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/3d_viewport_to_world.rs | examples/3d/3d_viewport_to_world.rs | //! This example demonstrates how to use the `Camera::viewport_to_world` method.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, draw_cursor)
.run();
}
fn draw_cursor(
camera_query: Single<(&Camera, &G... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/transmission.rs | examples/3d/transmission.rs | //! This example showcases light transmission
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:-------------------|:-----------------------------------------------------|
//! | `J`/`K`/`L`/`;` | Change Screen Space Transmission Quality |
//! ... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/3d/3d_shapes.rs | examples/3d/3d_shapes.rs | //! Here we use shape primitives to generate meshes for 3d objects as well as attaching a runtime-generated patterned texture to each 3d object.
//!
//! "Shape primitives" here are just the mathematical definition of certain shapes, they're not meshes on their own! A sphere with radius `1.0` can be defined with [`Spher... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/gizmos/axes.rs | examples/gizmos/axes.rs | //! This example demonstrates the implementation and behavior of the axes gizmo.
use bevy::{camera::primitives::Aabb, prelude::*};
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
use std::f32::consts::PI;
const TRANSITION_DURATION: f32 = 2.0;
fn main() {
App::new()
.add_plugins(DefaultPlugins)... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/gizmos/3d_gizmos.rs | examples/gizmos/3d_gizmos.rs | //! This example demonstrates Bevy's immediate mode drawing API intended for visual debugging.
use bevy::{
camera_controller::free_camera::{FreeCamera, FreeCameraPlugin},
color::palettes::css::*,
prelude::*,
};
use std::f32::consts::PI;
fn main() {
App::new()
.add_plugins((DefaultPlugins, Free... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/gizmos/2d_gizmos.rs | examples/gizmos/2d_gizmos.rs | //! This example demonstrates Bevy's immediate mode drawing API intended for visual debugging.
use std::f32::consts::{FRAC_PI_2, PI, TAU};
use bevy::{color::palettes::css::*, math::Isometry2d, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_gizmo_group::<MyRoundGizmos>()
... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/gizmos/light_gizmos.rs | examples/gizmos/light_gizmos.rs | //! This example demonstrates how to visualize lights properties through the gizmo API.
use std::f32::consts::{FRAC_PI_2, PI};
use bevy::{
color::palettes::css::{DARK_CYAN, GOLD, GRAY, PURPLE},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/remote/client.rs | examples/remote/client.rs | //! A simple command line client that allows issuing queries to a remote Bevy
//! app via the BRP.
//! This example requires the `bevy_remote` feature to be enabled.
//! You can run it with the following command:
//! ```text
//! cargo run --example client --features="bevy_remote"
//! ```
//! This example assumes that t... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/remote/server.rs | examples/remote/server.rs | //! A Bevy app that you can connect to with the BRP and edit.
//! Run this example with the `remote` feature enabled:
//! ```bash
//! cargo run --example server --features="bevy_remote"
//! ```
use bevy::math::ops::cos;
use bevy::{
input::common_conditions::input_just_pressed,
prelude::*,
remote::{http::Re... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/window/window_resizing.rs | examples/window/window_resizing.rs | //! This example illustrates how to resize windows, and how to respond to a window being resized.
use bevy::{prelude::*, window::WindowResized};
fn main() {
App::new()
.insert_resource(ResolutionSettings {
large: Vec2::new(1920.0, 1080.0),
medium: Vec2::new(800.0, 600.0),
... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/window/window_settings.rs | examples/window/window_settings.rs | //! Illustrates how to change window settings and shows how to affect
//! the mouse pointer in various ways.
#[cfg(feature = "custom_cursor")]
use bevy::window::{CustomCursor, CustomCursorImage};
use bevy::{
diagnostic::{FrameCount, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
window::{
... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/window/multi_window_text.rs | examples/window/multi_window_text.rs | //! Renders text to multiple windows with different scale factors using both Text and Text2d.
use bevy::{
camera::{visibility::RenderLayers, RenderTarget},
color::palettes::css::{LIGHT_CYAN, YELLOW},
prelude::*,
sprite::Text2dShadow,
window::{WindowRef, WindowResolution},
};
fn main() {
App::ne... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/window/scale_factor_override.rs | examples/window/scale_factor_override.rs | //! This example illustrates how to override the window scale factor imposed by the
//! operating system.
use bevy::{prelude::*, window::WindowResolution};
#[derive(Component)]
struct CustomText;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/window/screenshot.rs | examples/window/screenshot.rs | //! An example showing how to save screenshots to disk
use bevy::{
prelude::*,
render::view::screenshot::{save_to_disk, Capturing, Screenshot},
window::{CursorIcon, SystemCursorIcon},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_syste... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/window/low_power.rs | examples/window/low_power.rs | //! This example illustrates how to run a winit window in a reactive, low power mode.
//!
//! This is useful for making desktop applications, or any other program that doesn't need to be
//! running the event loop non-stop.
use bevy::{
prelude::*,
window::{PresentMode, RequestRedraw, WindowPlugin},
winit::... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/window/multiple_windows.rs | examples/window/multiple_windows.rs | //! Uses two windows to visualize a 3D model from different angles.
use bevy::{camera::RenderTarget, prelude::*, window::WindowRef};
fn main() {
App::new()
// By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins`
.add_plugins(DefaultPlugins)
.add_system... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/window/monitor_info.rs | examples/window/monitor_info.rs | //! Displays information about available monitors (displays).
use bevy::{
camera::RenderTarget,
prelude::*,
window::{ExitCondition, Monitor, WindowMode, WindowRef},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: None,
exit_condi... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/window/custom_cursor_image.rs | examples/window/custom_cursor_image.rs | //! Illustrates how to use a custom cursor image with a texture atlas and
//! animation.
use std::time::Duration;
use bevy::{
prelude::*,
window::{CursorIcon, CustomCursor, CustomCursorImage},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(
Startup,
... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/window/transparent_window.rs | examples/window/transparent_window.rs | //! Shows how to display a window in transparent mode.
//!
//! This feature works as expected depending on the platform. Please check the
//! [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.transparent)
//! for more details.
use bevy::prelude::*;
#[cfg(any(target_os = "macos", t... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/window/window_drag_move.rs | examples/window/window_drag_move.rs | //! This example illustrates drag move and drag resize without window
//! decorations.
//!
//! When window decorations are not present, the user cannot drag a window by
//! its titlebar to change its position. The `start_drag_move()` function
//! permits a user to drag a window by left clicking anywhere in the window;
... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/window/clear_color.rs | examples/window/clear_color.rs | //! Shows how to set the solid color that is used to paint the window before the frame gets drawn.
//!
//! Acts as background color, since pixels that are not drawn in a frame remain unchanged.
use bevy::{color::palettes::css::PURPLE, prelude::*};
fn main() {
App::new()
.insert_resource(ClearColor(Color::... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/helpers/widgets.rs | examples/helpers/widgets.rs | //! Simple widgets for example UI.
//!
//! Unlike other examples, which demonstrate an application, this demonstrates a plugin library.
use bevy::prelude::*;
/// An event that's sent whenever the user changes one of the settings by
/// clicking a radio button.
#[derive(Clone, Message, Deref, DerefMut)]
pub struct Wid... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/mobile/src/lib.rs | examples/mobile/src/lib.rs | //! A 3d Scene with a button and playing sound.
use bevy::{
color::palettes::basic::*,
input::{gestures::RotationGesture, touch::TouchPhase},
log::{Level, LogPlugin},
prelude::*,
window::{AppLifecycle, ScreenEdge, WindowMode},
winit::WinitSettings,
};
// the `bevy_main` proc_macro generates th... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/mobile/src/main.rs | examples/mobile/src/main.rs | //! The entry point for iOS applications.
use bevy_mobile_example::main;
| rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/math/bounding_2d.rs | examples/math/bounding_2d.rs | //! This example demonstrates bounding volume intersections.
use bevy::{
color::palettes::css::*,
math::{bounding::*, ops, Isometry2d},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_state::<Test>()
.add_systems(Startup, setup)
.add_systems(
... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/math/sampling_primitives.rs | examples/math/sampling_primitives.rs | //! This example shows how to sample random points from primitive shapes.
use std::f32::consts::PI;
use bevy::{
core_pipeline::tonemapping::Tonemapping,
input::mouse::{AccumulatedMouseMotion, AccumulatedMouseScroll, MouseButtonInput},
math::prelude::*,
post_process::bloom::Bloom,
prelude::*,
};
us... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/math/render_primitives.rs | examples/math/render_primitives.rs | //! This example demonstrates how each of Bevy's math primitives look like in 2D and 3D with meshes
//! and with gizmos
use bevy::{input::common_conditions::input_just_pressed, math::Isometry2d, prelude::*};
const LEFT_RIGHT_OFFSET_2D: f32 = 200.0;
const LEFT_RIGHT_OFFSET_3D: f32 = 2.0;
fn main() {
let mut app =... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/math/custom_primitives.rs | examples/math/custom_primitives.rs | //! This example demonstrates how you can add your own custom primitives to bevy highlighting
//! traits you may want to implement for your primitives to achieve different functionalities.
use std::f32::consts::{PI, SQRT_2};
#[cfg(not(target_family = "wasm"))]
use bevy::pbr::wireframe::{WireframeConfig, WireframePlug... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/math/cubic_splines.rs | examples/math/cubic_splines.rs | //! This example exhibits different available modes of constructing cubic Bezier curves.
use bevy::{
app::{App, Startup, Update},
color::*,
ecs::system::Commands,
gizmos::gizmos::Gizmos,
input::{mouse::MouseButtonInput, ButtonState},
math::{cubic_splines::*, vec2},
prelude::*,
};
fn main()... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/math/random_sampling.rs | examples/math/random_sampling.rs | //! This example shows how to sample random points from primitive shapes.
use bevy::{
input::mouse::{AccumulatedMouseMotion, MouseButtonInput},
math::prelude::*,
mesh::SphereKind,
prelude::*,
};
use rand::{distr::Distribution, SeedableRng};
use rand_chacha::ChaCha8Rng;
fn main() {
App::new()
... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/transforms/translation.rs | examples/transforms/translation.rs | //! Illustrates how to move an object along an axis.
use bevy::prelude::*;
// Define a struct to keep some information about our entity.
// Here it's an arbitrary movement speed, the spawn location, and a maximum distance from it.
#[derive(Component)]
struct Movable {
spawn: Vec3,
max_distance: f32,
speed... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/transforms/transform.rs | examples/transforms/transform.rs | //! Shows multiple transformations of objects.
use std::f32::consts::PI;
use bevy::{color::palettes::basic::YELLOW, prelude::*};
// A struct for additional data of for a moving cube.
#[derive(Component)]
struct CubeState {
start_pos: Vec3,
move_speed: f32,
turn_speed: f32,
}
// A struct adding informati... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/transforms/3d_rotation.rs | examples/transforms/3d_rotation.rs | //! Illustrates how to rotate an object around an axis.
use bevy::prelude::*;
use std::f32::consts::TAU;
// Define a component to designate a rotation speed to an entity.
#[derive(Component)]
struct Rotatable {
speed: f32,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(St... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/transforms/scale.rs | examples/transforms/scale.rs | //! Illustrates how to scale an object in each direction.
use std::f32::consts::PI;
use bevy::prelude::*;
// Define a component to keep information for the scaled object.
#[derive(Component)]
struct Scaling {
scale_direction: Vec3,
scale_speed: f32,
max_element_size: f32,
min_element_size: f32,
}
//... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/transforms/align.rs | examples/transforms/align.rs | //! This example shows how to align the orientations of objects in 3D space along two axes using the `Transform::align` API.
use bevy::{
color::palettes::basic::{GRAY, RED, WHITE},
input::mouse::{AccumulatedMouseMotion, MouseButtonInput},
math::StableInterpolate,
prelude::*,
};
use rand::{Rng, Seedable... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/shader_material_2d.rs | examples/shader/shader_material_2d.rs | //! A shader and a material that uses it.
use bevy::{
prelude::*,
reflect::TypePath,
render::render_resource::AsBindGroup,
shader::ShaderRef,
sprite_render::{AlphaMode2d, Material2d, Material2dPlugin},
};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PA... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/compute_shader_game_of_life.rs | examples/shader/compute_shader_game_of_life.rs | //! A compute shader that simulates Conway's Game of Life.
//!
//! Compute shaders use the GPU for computing arbitrary information, that may be independent of what
//! is rendered to the screen.
use bevy::{
asset::RenderAssetUsages,
prelude::*,
render::{
extract_resource::{ExtractResource, ExtractR... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/fallback_image.rs | examples/shader/fallback_image.rs | //! This example tests that all texture dimensions are supported by
//! `FallbackImage`.
//!
//! When running this example, you should expect to see a window that only draws
//! the clear color. The test material does not shade any geometry; this example
//! only tests that the images are initialized and bound so that ... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/shader_material.rs | examples/shader/shader_material.rs | //! A shader and a material that uses it.
use bevy::{
prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef,
};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/custom_material.wgsl";
fn main() {
App::new()
... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/animate_shader.rs | examples/shader/animate_shader.rs | //! A shader that uses dynamic data like the time since startup.
//! The time data is in the globals binding which is part of the `mesh_view_bindings` shader import.
use bevy::{
prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef,
};
/// This example uses a shader source file fr... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/storage_buffer.rs | examples/shader/storage_buffer.rs | //! This example demonstrates how to use a storage buffer with `AsBindGroup` in a custom material.
use bevy::{
mesh::MeshTag,
prelude::*,
reflect::TypePath,
render::{render_resource::AsBindGroup, storage::ShaderStorageBuffer},
shader::ShaderRef,
};
const SHADER_ASSET_PATH: &str = "shaders/storage_b... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/shader_prepass.rs | examples/shader/shader_prepass.rs | //! Bevy has an optional prepass that is controlled per-material. A prepass is a rendering pass that runs before the main pass.
//! It will optionally generate various view textures. Currently it supports depth, normal, and motion vector textures.
//! The textures are not generated for any material using alpha blending... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/shader_material_screenspace_texture.rs | examples/shader/shader_material_screenspace_texture.rs | //! A shader that samples a texture with view-independent UV coordinates.
use bevy::{
prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef,
};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/custom_material_screensp... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/gpu_readback.rs | examples/shader/gpu_readback.rs | //! Simple example demonstrating the use of the [`Readback`] component to read back data from the GPU
//! using both a storage buffer and texture.
use bevy::{
asset::RenderAssetUsages,
prelude::*,
render::{
extract_resource::{ExtractResource, ExtractResourcePlugin},
gpu_readback::{Readback,... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/extended_material.rs | examples/shader/extended_material.rs | //! Demonstrates using a custom extension to the `StandardMaterial` to modify the results of the builtin pbr shader.
use bevy::{
color::palettes::basic::RED,
pbr::{ExtendedMaterial, MaterialExtension, OpaqueRendererMethod},
prelude::*,
render::render_resource::*,
shader::ShaderRef,
};
/// This exa... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/extended_material_bindless.rs | examples/shader/extended_material_bindless.rs | //! Demonstrates bindless `ExtendedMaterial`.
use std::f32::consts::FRAC_PI_2;
use bevy::{
color::palettes::{css::RED, tailwind::GRAY_600},
mesh::{SphereKind, SphereMeshBuilder},
pbr::{ExtendedMaterial, MaterialExtension, MeshMaterial3d},
prelude::*,
render::render_resource::{AsBindGroup, ShaderTy... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/shader_material_glsl.rs | examples/shader/shader_material_glsl.rs | //! A shader that uses the GLSL shading language.
use bevy::{
prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef,
};
/// This example uses shader source files from the assets subdirectory
const VERTEX_SHADER_ASSET_PATH: &str = "shaders/custom_material.vert";
const FRAGMENT_SHAD... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/array_texture.rs | examples/shader/array_texture.rs | //! This example illustrates how to create a texture for use with a
//! `texture_2d_array<f32>` shader uniform variable and then how to sample from
//! that texture in the shader by using a `MeshTag` component on the mesh
//! entity.
use bevy::{
image::{ImageArrayLayout, ImageLoaderSettings},
mesh::MeshTag,
... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/shader_defs.rs | examples/shader/shader_defs.rs | //! A shader that uses "shaders defs", which selectively toggle parts of a shader.
use bevy::{
mesh::MeshVertexBufferLayoutRef,
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
reflect::TypePath,
render::render_resource::{
AsBindGroup, RenderPipelineDescriptor, SpecializedMeshPipel... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/shader_material_bindless.rs | examples/shader/shader_material_bindless.rs | //! A material that uses bindless textures.
use bevy::prelude::*;
use bevy::render::render_resource::{AsBindGroup, ShaderType};
use bevy::shader::ShaderRef;
const SHADER_ASSET_PATH: &str = "shaders/bindless_material.wgsl";
// `#[bindless(limit(4))]` indicates that we want Bevy to group materials into
// bind groups ... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/automatic_instancing.rs | examples/shader/automatic_instancing.rs | //! Shows that multiple instances of a cube are automatically instanced in one draw call
//! Try running this example in a graphics profiler and all the cubes should be only a single draw call.
//! Also demonstrates how to use `MeshTag` to use external data in a custom material.
use bevy::{
mesh::MeshTag, prelude:... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/shader/shader_material_wesl.rs | examples/shader/shader_material_wesl.rs | //! A shader that uses the WESL shading language.
use bevy::{
mesh::MeshVertexBufferLayoutRef,
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
reflect::TypePath,
render::render_resource::{
AsBindGroup, RenderPipelineDescriptor, SpecializedMeshPipelineError,
},
shader::{Sha... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/gltf/update_gltf_scene.rs | examples/gltf/update_gltf_scene.rs | //! Update a scene from a glTF file, either by spawning the scene as a child of another entity,
//! or by accessing the entities of the scene.
use bevy::{light::DirectionalLightShadowMap, prelude::*};
fn main() {
App::new()
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins(De... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/gltf/custom_gltf_vertex_attribute.rs | examples/gltf/custom_gltf_vertex_attribute.rs | //! Renders a glTF mesh in 2D with a custom vertex attribute.
use bevy::{
gltf::GltfPlugin,
mesh::{MeshVertexAttribute, MeshVertexBufferLayoutRef},
prelude::*,
reflect::TypePath,
render::render_resource::*,
shader::ShaderRef,
sprite_render::{Material2d, Material2dKey, Material2dPlugin},
};
... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/gltf/load_gltf_extras.rs | examples/gltf/load_gltf_extras.rs | //! Loads and renders a glTF file as a scene, and list all the different `gltf_extras`.
use bevy::{
gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/gltf/gltf_extension_animation_graph.rs | examples/gltf/gltf_extension_animation_graph.rs | //! Uses glTF extension processing to play an animation on a skinned glTF model of a fox.
use std::f32::consts::PI;
use bevy::{
asset::LoadContext,
ecs::entity::EntityHashSet,
gltf::extensions::{GltfExtensionHandler, GltfExtensionHandlers},
light::CascadeShadowConfigBuilder,
platform::collections:... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/gltf/gltf_extension_mesh_2d.rs | examples/gltf/gltf_extension_mesh_2d.rs | //! Uses glTF extension processing to convert incoming 3d Meshes to 2d Meshes
use bevy::{
asset::LoadContext,
gltf::extensions::{GltfExtensionHandler, GltfExtensionHandlers},
gltf::GltfPlugin,
mesh::{MeshVertexAttribute, MeshVertexBufferLayoutRef},
prelude::*,
reflect::TypePath,
render::ren... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/gltf/edit_material_on_gltf.rs | examples/gltf/edit_material_on_gltf.rs | //! Showcases how to change the material of a `Scene` spawned from a Gltf
use bevy::{
audio::AudioPlugin, color::palettes, gltf::GltfMaterialName, prelude::*,
scene::SceneInstanceReady,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins.build().disable::<AudioPlugin>())
.add_systems(Sta... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/gltf/load_gltf.rs | examples/gltf/load_gltf.rs | //! Loads and renders a glTF file as a scene.
use bevy::{
light::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
prelude::*,
};
use std::f32::consts::*;
fn main() {
App::new()
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins(DefaultPlugins)
.add_syst... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/gltf/gltf_skinned_mesh.rs | examples/gltf/gltf_skinned_mesh.rs | //! Skinned mesh example with mesh and joints data loaded from a glTF file.
//! Example taken from <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_019_SimpleSkin.md>
use std::f32::consts::*;
use bevy::{math::ops, mesh::skinning::SkinnedMesh, prelude::*};
fn main() {
App::new... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/gltf/query_gltf_primitives.rs | examples/gltf/query_gltf_primitives.rs | //! This example demonstrates how to query a [`StandardMaterial`] within a glTF scene.
//! It is particularly useful for glTF scenes with a mesh that consists of multiple primitives.
use std::f32::consts::PI;
use bevy::{gltf::GltfMaterialName, mesh::VertexAttributeValues, prelude::*};
fn main() {
App::new()
... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/movement/smooth_follow.rs | examples/movement/smooth_follow.rs | //! This example demonstrates how to use interpolation to make one entity smoothly follow another.
use bevy::{
math::{prelude::*, vec3, NormedVectorSpace},
prelude::*,
};
use rand::SeedableRng;
use rand_chacha::ChaCha8Rng;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(St... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/movement/physics_in_fixed_timestep.rs | examples/movement/physics_in_fixed_timestep.rs | //! This example shows how to properly handle player input,
//! advance a physics simulation in a fixed timestep, and display the results.
//!
//! The classic source for how and why this is done is Glenn Fiedler's article
//! [Fix Your Timestep!](https://gafferongames.com/post/fix_your_timestep/).
//! For a more Bevy-c... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/camera/projection_zoom.rs | examples/camera/projection_zoom.rs | //! Shows how to zoom orthographic and perspective projection cameras.
use std::{f32::consts::PI, ops::Range};
use bevy::{camera::ScalingMode, input::mouse::AccumulatedMouseScroll, prelude::*};
#[derive(Debug, Resource)]
struct CameraSettings {
/// The height of the viewport in world units when the orthographic ... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/camera/free_camera_controller.rs | examples/camera/free_camera_controller.rs | //! This example showcases the default `FreeCamera` camera controller.
//!
//! The default `FreeCamera` controller is useful for exploring large scenes, debugging and editing purposes. To use it,
//! simply add the [`FreeCameraPlugin`] to your [`App`] and attach the [`FreeCamera`] component to the camera entity you
//!... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/camera/custom_projection.rs | examples/camera/custom_projection.rs | //! Demonstrates how to define and use custom camera projections.
use bevy::camera::CameraProjection;
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
/// Like a perspective projection, but the vanishing point is not centered... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/camera/2d_top_down_camera.rs | examples/camera/2d_top_down_camera.rs | //! This example showcases a 2D top-down camera with smooth player tracking.
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:---------------------|:--------------|
//! | `W` | Move up |
//! | `S` | Move down |
//! | `A` | Move left ... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/camera/2d_screen_shake.rs | examples/camera/2d_screen_shake.rs | //! This example showcases how to implement 2D screen shake.
//! It follows the GDC talk ["Math for Game Programmers: Juicing Your Cameras With Math"](https://www.youtube.com/watch?v=tu-Qe66AvtY) by Squirrel Eiserloh
//!
//! The key features are:
//! - Camera shake is dependent on a "trauma" value between 0.0 and 1.0. ... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/camera/2d_on_ui.rs | examples/camera/2d_on_ui.rs | //! This example shows how to render 2D objects on top of Bevy UI, by using a second camera with a higher `order` than the UI camera.
use bevy::{camera::visibility::RenderLayers, color::palettes::tailwind, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/camera/camera_orbit.rs | examples/camera/camera_orbit.rs | //! Shows how to orbit camera around a static scene using pitch, yaw, and roll.
//!
//! See also: `first_person_view_model` example, which does something similar but as a first-person
//! camera view.
use std::{f32::consts::FRAC_PI_2, ops::Range};
use bevy::{input::mouse::AccumulatedMouseMotion, prelude::*};
#[deriv... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/camera/first_person_view_model.rs | examples/camera/first_person_view_model.rs | //! This example showcases a 3D first-person camera.
//!
//! The setup presented here is a very common way of organizing a first-person game
//! where the player can see their own arms. We use two industry terms to differentiate
//! the kinds of models we have:
//!
//! - The *view model* is the model that represents th... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/camera/pan_camera_controller.rs | examples/camera/pan_camera_controller.rs | //! Example for `PanCamera`, demonstrating basic camera controls such as panning and zooming.
//!
//! This example shows how to use the `PanCamera` controller on a 2D camera in Bevy. The camera
//! can be panned with keyboard inputs (arrow keys or WASD) and zoomed in/out using the mouse
//! wheel or the +/- keys. The c... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/no_std/library/src/lib.rs | examples/no_std/library/src/lib.rs | //! Example `no_std` compatible Bevy library.
// The first step to a `no_std` library is to add this annotation:
#![no_std]
// This does 2 things to your crate:
// 1. It prevents automatically linking the `std` crate with yours.
// 2. It switches to `core::prelude` instead of `std::prelude` for what is implicitly
... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/time/time.rs | examples/time/time.rs | //! An example that illustrates how Time is handled in ECS.
use bevy::{app::AppExit, prelude::*};
use std::{
io::{self, BufRead},
time::Duration,
};
fn banner() {
println!("This example is meant to intuitively demonstrate how Time works in Bevy.");
println!();
println!("Time will be printed in th... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/time/virtual_time.rs | examples/time/virtual_time.rs | //! Shows how `Time<Virtual>` can be used to pause, resume, slow down
//! and speed up a game.
use std::time::Duration;
use bevy::{
color::palettes::css::*, input::common_conditions::input_just_pressed, prelude::*,
time::common_conditions::on_real_timer,
};
fn main() {
App::new()
.add_plugins(Def... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/time/timers.rs | examples/time/timers.rs | //! Illustrates how `Timer`s can be used both as resources and components.
use bevy::{log::info, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<Countdown>()
.add_systems(Startup, setup)
.add_systems(Update, (countdown, print_when_completed))
... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/scene/scene.rs | examples/scene/scene.rs | //! This example demonstrates how to load scene data from files and then dynamically
//! apply that data to entities in your Bevy `World`. This includes spawning new
//! entities and applying updates to existing ones. Scenes in Bevy encapsulate
//! serialized and deserialized `Components` or `Resources` so that you can... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/2d/bloom_2d.rs | examples/2d/bloom_2d.rs | //! Illustrates bloom post-processing in 2d.
use bevy::{
core_pipeline::tonemapping::{DebandDither, Tonemapping},
post_process::bloom::{Bloom, BloomCompositeMode},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Updat... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/2d/2d_shapes.rs | examples/2d/2d_shapes.rs | //! Here we use shape primitives to build meshes in a 2D rendering context, making each mesh a certain color by giving that mesh's entity a material based off a [`Color`].
//!
//! Meshes are better known for their use in 3D rendering, but we can use them in a 2D context too. Without a third dimension, the meshes we're ... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/2d/pixel_grid_snap.rs | examples/2d/pixel_grid_snap.rs | //! Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D
use bevy::{
camera::visibility::RenderLayers,
camera::RenderTarget,
color::palettes::css::GRAY,
prelude::*,
render::render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, T... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/2d/sprite_flipping.rs | examples/2d/sprite_flipping.rs | //! Displays a single [`Sprite`], created from an image, but flipped on one axis.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/2d/2d_viewport_to_world.rs | examples/2d/2d_viewport_to_world.rs | //! This example demonstrates how to use the `Camera::viewport_to_world_2d` method with a dynamic viewport and camera.
use bevy::{
camera::Viewport,
color::palettes::{
basic::WHITE,
css::{GREEN, RED},
},
math::ops::powf,
prelude::*,
};
fn main() {
App::new()
.add_plugin... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
bevyengine/bevy | https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/examples/2d/sprite_sheet.rs | examples/2d/sprite_sheet.rs | //! Renders an animated sprite by loading all animation frames from a single image (a sprite sheet)
//! into a texture atlas, and changing the displayed image periodically.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry spri... | rust | Apache-2.0 | 51a6fedb06a022ab5d39e099413caa882e1b022d | 2026-01-04T15:31:59.438636Z | false |
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