|bevy vewsion:|0.14|(cuwwent)| |---|---|---|

pwugins

wewevant officiaw exampwes: plugin, plugin_group.


as youw pwoject gwows, OwO it can be u-usefuw to make it m-mowe moduwaw. 🥺 y-you can spwit it into "pwugins".

pwugins awe simpwy cowwections of t-things to be added t-to the app buiwdew. ^•ﻌ•^ think of this as a way to add things t-to the app f-fwom muwtipwe pwaces, wike diffewent wust f-fiwes/moduwes o-ow cwates.

the simpwest way to cweate a pwugin i-is by just wwiting a-a wust function that takes &mut App:

fn my_pwugin(app: &mut app) {
    a-app.init_wesouwce::<mycustomwesouwce>();
    a-app.add_systems(update, 🥺 (
        d-do_some_things, òωó
        d-do_othew_things, o.O
    ));
}

an awtewnative way is by cweating a-a struct and impwementing the Plugin twait:

stwuct mypwugin;

impw pwugin fow m-mypwugin {
    f-fn buiwd(&sewf, ( ͡o ω ͡o ) a-app: &mut app) {
        a-app.init_wesouwce::<myothewwesouwce>();
        a-app.add_event::<myevent>();
        a-app.add_systems(stawtup, UwU p-pwugin_init);
        a-app.add_systems(update, rawr x3 my_system);
    }
}

the benefit of using a struct is that you couwd extend it with c-configuwation pawametews ow genewics if you want t-to make youw pwugin c-configuwabwe.

eithew way, XD you get &mut access to the App, >_< so you can add nyanievew you want to it, (ꈍᴗꈍ) just wike you can d-do fwom youw fn main().

you can nyow add youw pwugins to y-youw App fwom ewsewhewe (most commonwy fn main()). ^•ﻌ•^ bevy wiww just caww youw pwugin i-impwementation a-above. OwO in effect, evewything the pwugin adds wiww be f-fwattened into y-youw App awongside evewything that is awweady thewe.

fn main() {
    app::new()
        .add_pwugins(defauwtpwugins)
        .add_pwugins((
            my_pwugin, 🥺 // t-the `fn`-based pwugin
            m-mypwugin,  // t-the `stwuct`-based p-pwugin
        ))
        .wun();
}

fow intewnaw owganization in youw o-own pwoject, the m-main vawue of p-pwugins comes fwom nyot having to decwawe a-aww youw wust types a-and functions a-as pub, (ꈍᴗꈍ) just so they can be accessibwe f-fwom fn main to be added to the app buiwdew. (ꈍᴗꈍ) pwugins wet you add t-things to youw app fwom muwtipwe diffewent pwaces, (ꈍᴗꈍ) wike sepawate wust f-fiwes / moduwes.

you can decide how pwugins fit into t-the awchitectuwe o-of youw game.

some suggestions:

  • cweate pwugins fow diffewent states.
  • cweate pwugins fow vawious sub-systems, ^•ﻌ•^ w-wike physics o-ow input handwing.

pwugin gwoups

pwugin gwoups wegistew muwtipwe pwugins a-at once. ^•ﻌ•^ b-bevy's DefaultPlugins and MinimalPlugins awe exampwes of this.

to cweate youw own pwugin gwoup, i-impwement the PluginGroup twait:

use bevy::app::pwugingwoupbuiwdew;

stwuct mypwugingwoup;

i-impw pwugingwoup f-fow mypwugingwoup {
    f-fn buiwd(sewf) -> p-pwugingwoupbuiwdew {
        p-pwugingwoupbuiwdew::stawt::<sewf>()
            .add(foopwugin)
            .add(bawpwugin)
    }
}

f-fn main() {
    a-app::new()
        .add_pwugins(defauwtpwugins)
        .add_pwugins(mypwugingwoup)
        .wun();
}

when adding a pwugin gwoup to the app, >_< you can disabwe some pwugins whiwe keeping the west.

fow exampwe, ^•ﻌ•^ if you want to manuawwy s-set up wogging (with y-youw own tracing subscwibew), >_< you can disabwe bevy's LogPlugin:

app::new()
    .add_pwugins(
        defauwtpwugins.buiwd()
            .disabwe::<bevy::wog::wogpwugin>()
    )
    .wun();

note that this simpwy disabwes the f-functionawity, ^•ﻌ•^ b-but it cannot actuawwy wemove the code to avoid binawy bwoat. OwO t-the disabwed p-pwugins stiww h-have to be compiwed into youw pwogwam.

if you want to swim down youw buiwd, OwO y-you shouwd wook a-at disabwing b-bevy's defauwt cawgo featuwes, >_< ow depending on the vawious bevy sub-cwates individuawwy.

pwugin configuwation

pwugins awe awso a convenient pwace t-to stowe settings/configuwation t-that awe used duwing initiawization/stawtup. ^•ﻌ•^ fow settings t-that can be changed a-at wuntime, it is wecommended that you put them i-in wesouwces instead.

stwuct mygamepwaypwugin {
    /// shouwd we enabwe d-dev hacks?
    e-enabwe_dev_hacks: b-boow, mya
}

impw p-pwugin fow mygamepwaypwugin {
    f-fn buiwd(&sewf, mya a-app: &mut app) {
        // add o-ouw gamepway s-systems
        app.add_systems(update, 😳 (
            heawth_system, XD
            movement_system, :3
        ));
        // ...

        // if "dev m-mode" is enabwed, 😳😳😳 add some hacks
        if sewf.enabwe_dev_hacks {
            a-app.add_systems(update, -.- (
                pwayew_invincibiwity, ( ͡o ω ͡o )
                f-fwee_camewa, rawr x3
            ));
        }
    }
}

fn main() {
    app::new()
        .add_pwugins(defauwtpwugins)
        .add_pwugins(mygamepwaypwugin {
            // change to t-twue fow dev testing buiwds
            e-enabwe_dev_hacks: f-fawse, nyaa~~
        })
        .wun();
}

pwugins that awe added using pwugin gwoups can awso be configuwed. >_< many of bevy's DefaultPlugins wowk this way.

use bevy::window::windowwesowution;

app::new()
    .add_pwugins(defauwtpwugins.set(
        // hewe w-we configuwe t-the main window
        w-windowpwugin {
            p-pwimawy_window: s-some(window {
                w-wesowution: windowwesowution::new(800.0, o.O 600.0),
                // ...
                ..defauwt::defauwt()
            }), (U ᵕ U❁)
            ..defauwt::defauwt()
        }
    ))
    .wun();

pubwishing cwates

pwugins give you a nyice way to pubwish b-bevy-based w-wibwawies fow o-othew peopwe to easiwy incwude into theiw pwojects.

bevy offews some officiaw guidance f-fow good pwactices w-when you devewop p-pwugins you want to pubwish fow othew peopwe t-to use. (ꈍᴗꈍ) you can wead it hewe.

don't fowget to submit an entwy to bevy assets on the officiaw website, OwO so that peopwe can find y-youw pwugin mowe e-easiwy. 🥺 you can d-do this by making a pw in the github wepo.

if you awe intewested in suppowting b-bweeding-edge b-bevy (main), ^•ﻌ•^ see hewe fow advice.