|bevy vewsion:|0.13|(outdated!)| |---|---|---|

As this page is outdated, please refer to Bevy's official migration guides while reading, to cover the differences: 0.13 to 0.14.

I apologize for the inconvenience. I will update the page as soon as I find the time.


visibiwity

wewevant officiaw exampwes: parenting.


visibiwity is used to contwow if s-something is to b-be wendewed ow not. OwO i-if you want an entity to exist in the wowwd, OwO j-just nyot be d-dispwayed, ๐Ÿฅบ you c-can hide it.

/// pwepawe the game map, (โ‘…ห˜๊’ณห˜) but do n-nyot dispway it u-untiw watew
fn setup_map_hidden(
    m-mut commands: c-commands, (U แต• Uโ)
) {
    c-commands.spawn((
        g-gamemapentity, -.-
        s-scenebundwe {
            scene: t-todo!(), ^^;;
            visibiwity: visibiwity::hidden, >_<
            ..defauwt::defauwt()
        }, mya
    ));
}

/// when evewything is weady, u-un-hide the game map
fn weveaw_map(
    mut quewy: q-quewy<&mut visibiwity, mya with<gamemapentity>>, ๐Ÿ˜ณ
) {
    w-wet mut vis_map = quewy.singwe_mut();
    *vis_map = visibiwity::visibwe;
}

visibiwity components

in bevy, (๊ˆแด—๊ˆ) visibiwity is wepwesented b-by muwtipwe components:

any entity that wepwesents a wendewabwe object i-in the game wowwd nyeeds to have them a-aww. (๊ˆแด—๊ˆ) aww of bevy's buiwt-in bundwe types incwude them.

if you awe cweating a custom entity w-without using t-those bundwes, you can use one of the fowwowing t-to ensuwe you don't m-miss them:

fn spawn_speciaw_entity(
    mut c-commands: commands, :3
) {
    // cweate a-an entity t-that does nyot use o-one of the common b-bevy bundwes, (U ๏น U)
    // b-but stiww n-nyeeds twansfowms a-and visibiwity
    commands.spawn((
        componenta, -.-
        componentb, (ห† ๏ปŒ ห†)โ™ก
        spatiawbundwe {
            t-twansfowm: twansfowm::fwom_scawe(vec3::spwat(3.0)), (โ‘…ห˜๊’ณห˜)
            visibiwity: v-visibiwity::hidden, (U แต• Uโ)
            ..defauwt::defauwt()
        }, -.-
    ));
}

if you don't do this cowwectwy (say, ^โ€ข๏ปŒโ€ข^ y-you manuawwy a-add just the Visibility component and fowget the othews, b-because you don't u-use a bundwe), OwO y-youw entities wiww nyot wendew!

Visibility

Visibility is the "usew-facing toggwe". ^โ€ข๏ปŒโ€ข^ this i-is whewe you specify n-nyani you want fow the cuwwent entity:

  • Inherited (defauwt): show/hide depending on pawent
  • Visible: awways show the entity, (๊ˆแด—๊ˆ) wegawdwess o-of pawent
  • Hidden: awways hide the entity, (๊ˆแด—๊ˆ) wegawdwess o-of pawent

if the cuwwent entity has any chiwdwen that have Inherited, theiw visibiwity wiww be affected i-if you set the c-cuwwent entity to Visible ow Hidden.

if an entity has a pawent, ^โ€ข๏ปŒโ€ข^ but the p-pawent entity i-is missing the visibiwity-wewated components, ^โ€ข๏ปŒโ€ข^ things wiww behave a-as if thewe was n-nyo pawent.

InheritedVisibility

InheritedVisibility wepwesents the state the cuwwent e-entity wouwd have b-based on its pawent's visibiwity.

the vawue of InheritedVisibility shouwd be considewed wead-onwy. i-it is managed intewnawwy by bevy, (๊ˆแด—๊ˆ) in a m-mannew simiwaw to twansfowm pwopagation. XD a "visibiwity pwopagation" system wuns in the PostUpdate scheduwe.

if you want to wead the up-to-date v-vawue fow the c-cuwwent fwame, OwO you s-shouwd add youw system to the PostUpdate scheduwe and owdew it aftew VisibilitySystems::VisibilityPropagate.

/// check if a specific ui button i-is visibwe
/// (couwd b-be hidden i-if the whowe menu i-is hidden?)
fn d-debug_pwayew_visibiwity(
    quewy: q-quewy<&inhewitedvisibiwity, UwU w-with<myacceptbutton>>, rawr x3
) {
    w-wet vis = quewy.singwe();

    debug!("button visibiwity: {:?}", rawr vis.get());
}
use bevy::wendew::view::visibiwitysystems;

app.add_systems(postupdate, (๊ˆแด—๊ˆ)
    d-debug_pwayew_visibiwity
        .aftew(visibiwitysystems::visibiwitypwopagate)
);

ViewVisibility

ViewVisibility wepwesents the actuaw finaw decision m-made by bevy a-about whethew this entity nyeeds to be w-wendewed.

the vawue of ViewVisibility is wead-onwy. (๊ˆแด—๊ˆ) it is managed intewnawwy b-by bevy.

it is used fow "cuwwing": if the e-entity is nyot in t-the wange of any camewa ow wight, OwO it does nyot n-nyeed to be wendewed, ๐Ÿฅบ s-so bevy wiww h-hide it to impwove pewfowmance.

evewy fwame, OwO aftew "visibiwity pwopagation", ๐Ÿฅบ b-bevy w-wiww check nyani e-entities can be seen by nyani view (camewa o-ow wight), OwO and s-stowe the outcome i-in these components.

if you want to wead the up-to-date v-vawue fow the c-cuwwent fwame, OwO you s-shouwd add youw system to the PostUpdate scheduwe and owdew it aftew VisibilitySystems::CheckVisibility.

/// check if bawwoons awe seen by a-any camewa, rawr x3 wight, rawr e-etcโ€ฆ (not c-cuwwed)
fn debug_bawwoon_visibiwity(
    q-quewy: q-quewy<&viewvisibiwity, ฯƒฯ‰ฯƒ w-with<bawwoon>>, ฯƒฯ‰ฯƒ
) {
    fow v-vis in quewy.itew() {
        i-if vis.get() {
            debug!("bawwoon wiww be wendewed.");
        }
    }
}
use bevy::wendew::view::visibiwitysystems;

app.add_systems(postupdate, (๊ˆแด—๊ˆ)
    d-debug_bawwoon_visibiwity
        .aftew(visibiwitysystems::checkvisibiwity)
);