bevy_editor_pls
:warning: This is very much work in progress: Take a look at the missing features to see if your use case isn't yet supported.
Adds debug tools to your bevy game, including
- hierarchy view and component inspector
- separate editor camera
- some builtin editor panels for diagnostics, debug settings
- scene export
This is not, and isn't meant to be, comparable to the actual editor bevy will end up with. bevy_editor_pls
attempts to get the low hanging fruits by adding editor UI to the game executable, without having all the complexity that comes with having a proper well-designed editor architecture.
How to use:
Add the EditorPlugin
:
+use bevy_editor_pls::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
+ .add_plugins(EditorPlugin::default())
...
.run();
}
Custom editor panels
use ;
use ;
;
Controls
The default controls are:
E
to toggle the editorCtrl+Enter
to pause/unpause timeF
to focus selected entityT/R/S
to show translate/rotate/scale gizmo- Double click on the menu bar to go fullscreen
Cameras:
2d (Pan/Zoom)
: any mouse button to pan, scroll to zoom3d (Free)
:WASD + Ctrl/Shift
+Shift
for a speed boost for the free 3d camera3d (Pan/Orbit)
:Right click
to rotate around focus,Middle mouse button
to pan
use EditorPlugin;
use controls;
use EditorRayCastSource;
Missing features
- scene import
- visualization of invisible entities in editor (to see where the camera is for example)
Bevy support table
bevy | bevy_editor_pls |
---|---|
0.14 | 0.9 |
0.13 | 0.8 |
0.12 | 0.7 |
0.12 | 0.6 |
0.11 | 0.5 |
0.10 | 0.4 |
0.10 | 0.3 |
0.9 | 0.2 |
0.8 | 0.1 |