<!-- MD024 - The Headers from the Platform-Specific Examples should be identical  -->
<!-- Use 'cargo run -p build-templated-pages -- build-example-page' to generate the final example README.md -->
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# Examples

These examples demonstrate the main features of Bevy and how to use them.
To run an example, use the command `cargo run --example <Example>`, and add the option `--features x11` or `--features wayland` to force the example to run on a specific window compositor, e.g.

```sh
cargo run --features wayland --example hello_world
```

**⚠️ Note: for users of releases on crates.io!**

There are often large differences and incompatible API changes between the latest [crates.io](https://crates.io/crates/bevy) release and the development version of Bevy in the git main branch!

If you are using a released version of bevy, you need to make sure you are viewing the correct version of the examples!

- Latest release: [https://github.com/bevyengine/bevy/tree/latest/examples](https://github.com/bevyengine/bevy/tree/latest/examples)
- Specific version, such as `0.4`: [https://github.com/bevyengine/bevy/tree/v0.4.0/examples](https://github.com/bevyengine/bevy/tree/v0.4.0/examples)

When you clone the repo locally to run the examples, use `git checkout` to get the correct version:

```bash
# `latest` always points to the newest release
git checkout latest
# or use a specific version
git checkout v0.4.0
```

---

## Table of Contents

- [Examples](#examples)
  - [Table of Contents](#table-of-contents)
- [The Bare Minimum](#the-bare-minimum)
  - [Hello, World!](#hello-world)
- [Cross-Platform Examples](#cross-platform-examples)
  - [2D Rendering](#2d-rendering)
  - [3D Rendering](#3d-rendering)
  - [Animation](#animation)
  - [Application](#application)
  - [Assets](#assets)
  - [Async Tasks](#async-tasks)
  - [Audio](#audio)
  - [Camera](#camera)
  - [Dev tools](#dev-tools)
  - [Diagnostics](#diagnostics)
  - [ECS (Entity Component System)](#ecs-entity-component-system)
  - [Embedded](#embedded)
  - [Games](#games)
  - [Gizmos](#gizmos)
  - [Helpers](#helpers)
  - [Input](#input)
  - [Math](#math)
  - [Movement](#movement)
  - [Picking](#picking)
  - [Reflection](#reflection)
  - [Remote Protocol](#remote-protocol)
  - [Scene](#scene)
  - [Shaders](#shaders)
  - [Shaders Advanced](#shaders-advanced)
  - [State](#state)
  - [Stress Tests](#stress-tests)
  - [Time](#time)
  - [Tools](#tools)
  - [Transforms](#transforms)
  - [UI (User Interface)](#ui-user-interface)
  - [Usage](#usage)
  - [Window](#window)
  - [glTF](#gltf)

- [Tests](#tests)
- [Platform-Specific Examples](#platform-specific-examples)
  - [Android](#android)
    - [Setup](#setup)
    - [Build & Run](#build--run)
    - [Old phones](#old-phones)
    - [About `cargo-apk`](#about-cargo-apk)
  - [iOS](#ios)
    - [Setup](#setup-1)
    - [Build & Run](#build--run-1)
  - [Wasm](#wasm)
    - [Setup](#setup-2)
    - [Build & Run](#build--run-2)
    - [WebGL2 and WebGPU](#webgl2-and-webgpu)
    - [Audio in the browsers](#audio-in-the-browsers)
    - [Optimizing](#optimizing)
    - [Loading Assets](#loading-assets)

## The Bare Minimum

<!-- MD026 - Hello, World! looks better with the ! -->
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### Hello, World!

Example | Description
--- | ---
[`hello_world.rs`](./hello_world.rs) | Runs a minimal example that outputs "hello world"

## Cross-Platform Examples

### 2D Rendering

Example | Description
--- | ---
[2D Bloom](../examples/2d/bloom_2d.rs) | Illustrates bloom post-processing in 2d
[2D Rotation to Cursor](../examples/2d/rotate_to_cursor.rs) | Demonstrates rotating entities in 2D to follow the cursor
[2D Shapes](../examples/2d/2d_shapes.rs) | Renders simple 2D primitive shapes like circles and polygons
[2D Viewport To World](../examples/2d/2d_viewport_to_world.rs) | Demonstrates how to use the `Camera::viewport_to_world_2d` method with a dynamic viewport and camera.
[2D Wireframe](../examples/2d/wireframe_2d.rs) | Showcases wireframes for 2d meshes
[Arc 2D Meshes](../examples/2d/mesh2d_arcs.rs) | Demonstrates UV-mapping of the circular segment and sector primitives
[CPU Drawing](../examples/2d/cpu_draw.rs) | Manually read/write the pixels of a texture
[Dynamic Mipmap Generation](../examples/2d/dynamic_mip_generation.rs) | Demonstrates use of the mipmap generation plugin to generate mipmaps for a texture
[Generic 2D Rotation](../examples/2d/rotation.rs) | Demonstrates rotating entities in 2D with quaternions
[Manual Mesh 2D](../examples/2d/mesh2d_manual.rs) | Renders a custom mesh "manually" with "mid-level" renderer apis
[Mesh 2D](../examples/2d/mesh2d.rs) | Renders a 2d mesh
[Mesh 2D With Vertex Colors](../examples/2d/mesh2d_vertex_color_texture.rs) | Renders a 2d mesh with vertex color attributes
[Mesh2d Alpha Mode](../examples/2d/mesh2d_alpha_mode.rs) | Used to test alpha modes with mesh2d
[Mesh2d Repeated Texture](../examples/2d/mesh2d_repeated_texture.rs) | Showcase of using `uv_transform` on the `ColorMaterial` of a `Mesh2d`
[Move Sprite](../examples/2d/move_sprite.rs) | Changes the transform of a sprite
[Multi-Window Text](../examples/window/multi_window_text.rs) | Renders text to multiple windows with different scale factors using both Text and Text2d
[Pixel Grid Snapping](../examples/2d/pixel_grid_snap.rs) | Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D
[Sprite](../examples/2d/sprite.rs) | Renders a sprite
[Sprite Animation](../examples/2d/sprite_animation.rs) | Animates a sprite in response to an event
[Sprite Flipping](../examples/2d/sprite_flipping.rs) | Renders a sprite flipped along an axis
[Sprite Scale](../examples/2d/sprite_scale.rs) | Shows how a sprite can be scaled into a rectangle while keeping the aspect ratio
[Sprite Sheet](../examples/2d/sprite_sheet.rs) | Renders an animated sprite
[Sprite Slice](../examples/2d/sprite_slice.rs) | Showcases slicing sprites into sections that can be scaled independently via the 9-patch technique
[Sprite Tile](../examples/2d/sprite_tile.rs) | Renders a sprite tiled in a grid
[Text 2D](../examples/2d/text2d.rs) | Generates text in 2D
[Texture Atlas](../examples/2d/texture_atlas.rs) | Generates a texture atlas (sprite sheet) from individual sprites
[Tilemap Chunk](../examples/2d/tilemap_chunk.rs) | Renders a tilemap chunk
[Tilemap Chunk with Orientations](../examples/2d/tilemap_chunk_orientation.rs) | Renders a tilemap chunk using tile orientations (mirrored, rotated)
[Transparency in 2D](../examples/2d/transparency_2d.rs) | Demonstrates transparency in 2d

### 3D Rendering

Example | Description
--- | ---
[3D Bloom](../examples/3d/bloom_3d.rs) | Illustrates bloom configuration using HDR and emissive materials
[3D Scene](../examples/3d/3d_scene.rs) | Simple 3D scene with basic shapes and lighting
[3D Shapes](../examples/3d/3d_shapes.rs) | A scene showcasing the built-in 3D shapes
[3D Viewport To World](../examples/3d/3d_viewport_to_world.rs) | Demonstrates how to use the `Camera::viewport_to_world` method
[Animated Material](../examples/3d/animated_material.rs) | Shows how to animate material properties
[Anisotropy](../examples/3d/anisotropy.rs) | Displays an example model with anisotropy
[Anti-aliasing](../examples/3d/anti_aliasing.rs) | Compares different anti-aliasing techniques supported by Bevy
[Atmosphere](../examples/3d/atmosphere.rs) | A scene showcasing pbr atmospheric scattering
[Atmospheric Fog](../examples/3d/atmospheric_fog.rs) | A scene showcasing the atmospheric fog effect
[Auto Exposure](../examples/3d/auto_exposure.rs) | A scene showcasing auto exposure
[Blend Modes](../examples/3d/blend_modes.rs) | Showcases different blend modes
[Built-in postprocessing](../examples/3d/post_processing.rs) | Demonstrates the built-in postprocessing features
[Camera sub view](../examples/3d/camera_sub_view.rs) | Demonstrates using different sub view effects on a camera
[Clearcoat](../examples/3d/clearcoat.rs) | Demonstrates the clearcoat PBR feature
[Clustered Decal Maps](../examples/3d/clustered_decal_maps.rs) | Demonstrates normal and metallic-roughness maps of decals
[Clustered Decals](../examples/3d/clustered_decals.rs) | Demonstrates clustered decals
[Color grading](../examples/3d/color_grading.rs) | Demonstrates color grading
[Contact Shadows](../examples/3d/contact_shadows.rs) | Showcases how contact shadows add shadow detail
[Decal](../examples/3d/decal.rs) | Decal rendering
[Deferred Rendering](../examples/3d/deferred_rendering.rs) | Renders meshes with both forward and deferred pipelines
[Depth of field](../examples/3d/depth_of_field.rs) | Demonstrates depth of field
[Fog](../examples/3d/fog.rs) | A scene showcasing the distance fog effect
[Fog volumes](../examples/3d/fog_volumes.rs) | Demonstrates fog volumes
[Generate Custom Mesh](../examples/3d/generate_custom_mesh.rs) | Simple showcase of how to generate a custom mesh with a custom texture
[Irradiance Volumes](../examples/3d/irradiance_volumes.rs) | Demonstrates irradiance volumes
[Light Probe Blending](../examples/3d/light_probe_blending.rs) | Demonstrates blending between multiple reflection probes
[Light Textures](../examples/3d/light_textures.rs) | Demonstrates light textures
[Lighting](../examples/3d/lighting.rs) | Illustrates various lighting options in a simple scene
[Lightmaps](../examples/3d/lightmaps.rs) | Rendering a scene with baked lightmaps
[Lines](../examples/3d/lines.rs) | Create a custom material to draw 3d lines
[Mesh Ray Cast](../examples/3d/mesh_ray_cast.rs) | Demonstrates ray casting with the `MeshRayCast` system parameter
[Meshlet](../examples/3d/meshlet.rs) | Meshlet rendering for dense high-poly scenes (experimental)
[Mirror](../examples/3d/mirror.rs) | Demonstrates how to create a mirror with a second camera
[Mixed lighting](../examples/3d/mixed_lighting.rs) | Demonstrates how to combine baked and dynamic lighting
[Motion Blur](../examples/3d/motion_blur.rs) | Demonstrates per-pixel motion blur
[Occlusion Culling](../examples/3d/occlusion_culling.rs) | Demonstration of Occlusion Culling
[Order Independent Transparency](../examples/3d/order_independent_transparency.rs) | Demonstrates how to use OIT
[Orthographic View](../examples/3d/orthographic.rs) | Shows how to create a 3D orthographic view (for isometric-look in games or CAD applications)
[Parallax Mapping](../examples/3d/parallax_mapping.rs) | Demonstrates use of a normal map and depth map for parallax mapping
[Parallax-Corrected Cubemaps](../examples/3d/pccm.rs) | Demonstrates parallax-corrected cubemap reflections
[Parenting](../examples/3d/parenting.rs) | Demonstrates parent->child relationships and relative transformations
[Percentage-closer soft shadows](../examples/3d/pcss.rs) | Demonstrates percentage-closer soft shadows (PCSS)
[Physically Based Rendering](../examples/3d/pbr.rs) | Demonstrates use of Physically Based Rendering (PBR) properties
[Rectangular Area Light](../examples/3d/rect_light.rs) | Simple 3D scene demonstrating rectangular area lights.
[Reflection Probes](../examples/3d/reflection_probes.rs) | Demonstrates reflection probes
[Render to Texture](../examples/3d/render_to_texture.rs) | Shows how to render to a texture, useful for mirrors, UI, or exporting images
[Rotate Environment Map](../examples/3d/rotate_environment_map.rs) | Demonstrates how to rotate the skybox and the environment map simultaneously
[Screen Space Ambient Occlusion](../examples/3d/ssao.rs) | A scene showcasing screen space ambient occlusion
[Screen Space Reflections](../examples/3d/ssr.rs) | Demonstrates screen space reflections with water ripples
[Scrolling fog](../examples/3d/scrolling_fog.rs) | Demonstrates how to create the effect of fog moving in the wind
[Shadow Biases](../examples/3d/shadow_biases.rs) | Demonstrates how shadow biases affect shadows in a 3d scene
[Shadow Caster and Receiver](../examples/3d/shadow_caster_receiver.rs) | Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene
[Skybox](../examples/3d/skybox.rs) | Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats.
[Solari](../examples/3d/solari.rs) | Demonstrates realtime dynamic raytraced lighting using Bevy Solari.
[Specular Tint](../examples/3d/specular_tint.rs) | Demonstrates specular tints and maps
[Spherical Area Lights](../examples/3d/spherical_area_lights.rs) | Demonstrates how point light radius values affect light behavior
[Split Screen](../examples/3d/split_screen.rs) | Demonstrates how to render two cameras to the same window to accomplish "split screen"
[Spotlight](../examples/3d/spotlight.rs) | Illustrates spot lights
[Texture](../examples/3d/texture.rs) | Shows configuration of texture materials
[Tonemapping](../examples/3d/tonemapping.rs) | Compares tonemapping options
[Transmission](../examples/3d/transmission.rs) | Showcases light transmission in the PBR material
[Transparency in 3D](../examples/3d/transparency_3d.rs) | Demonstrates transparency in 3d
[Two Passes](../examples/3d/two_passes.rs) | Renders two 3d passes to the same window from different perspectives
[Vertex Colors](../examples/3d/vertex_colors.rs) | Shows the use of vertex colors
[Visibility range](../examples/3d/visibility_range.rs) | Demonstrates visibility ranges
[Volumetric fog](../examples/3d/volumetric_fog.rs) | Demonstrates volumetric fog and lighting
[Wireframe](../examples/3d/wireframe.rs) | Showcases wireframe rendering

### Animation

Example | Description
--- | ---
[Animated Mesh](../examples/animation/animated_mesh.rs) | Plays an animation on a skinned glTF model of a fox
[Animated Mesh Control](../examples/animation/animated_mesh_control.rs) | Plays an animation from a skinned glTF with keyboard controls
[Animated Mesh Events](../examples/animation/animated_mesh_events.rs) | Plays an animation from a skinned glTF with events
[Animated Transform](../examples/animation/animated_transform.rs) | Create and play an animation defined by code that operates on the `Transform` component
[Animated UI](../examples/animation/animated_ui.rs) | Shows how to use animation clips to animate UI properties
[Animation Events](../examples/animation/animation_events.rs) | Demonstrate how to use animation events
[Animation Graph](../examples/animation/animation_graph.rs) | Blends multiple animations together with a graph
[Animation Masks](../examples/animation/animation_masks.rs) | Demonstrates animation masks
[Color animation](../examples/animation/color_animation.rs) | Demonstrates how to animate colors using mixing and splines in different color spaces
[Custom Skinned Mesh](../examples/animation/custom_skinned_mesh.rs) | Skinned mesh example with mesh and joints data defined in code
[Eased Motion](../examples/animation/eased_motion.rs) | Demonstrates the application of easing curves to animate an object
[Easing Functions](../examples/animation/easing_functions.rs) | Showcases the built-in easing functions
[Morph Targets](../examples/animation/morph_targets.rs) | Plays an animation from a glTF file with meshes with morph targets

### Application

Example | Description
--- | ---
[Advanced log layers](../examples/app/log_layers_ecs.rs) | Illustrate how to transfer data between log layers and Bevy's ECS
[Custom Loop](../examples/app/custom_loop.rs) | Demonstrates how to create a custom runner (to update an app manually)
[Drag and Drop](../examples/app/drag_and_drop.rs) | An example that shows how to handle drag and drop in an app
[Empty](../examples/app/empty.rs) | An empty application (does nothing)
[Empty with Defaults](../examples/app/empty_defaults.rs) | An empty application with default plugins
[Externally Driven Headless Renderer](../examples/app/externally_driven_headless_renderer.rs) | Using bevy with manually driven update to render images
[Headless](../examples/app/headless.rs) | An application that runs without default plugins
[Headless Renderer](../examples/app/headless_renderer.rs) | An application that runs with no window, but renders into image file
[Log layers](../examples/app/log_layers.rs) | Illustrate how to add custom log layers
[Logs](../examples/app/logs.rs) | Illustrate how to use generate log output
[No Renderer](../examples/app/no_renderer.rs) | An application that runs with default plugins and displays an empty window, but without an actual renderer
[Plugin](../examples/app/plugin.rs) | Demonstrates the creation and registration of a custom plugin
[Plugin Group](../examples/app/plugin_group.rs) | Demonstrates the creation and registration of a custom plugin group
[Render Recovery](../examples/app/render_recovery.rs) | Demonstrates how bevy can recover from rendering failures.
[Return after Run](../examples/app/return_after_run.rs) | Show how to return to main after the Bevy app has exited
[Save Window Position](../examples/window/persisting_window_settings.rs) | Demonstrates saving window position in preferences
[Thread Pool Resources](../examples/app/thread_pool_resources.rs) | Creates and customizes the internal thread pool
[User Preferences](../examples/app/persisting_preferences.rs) | Demonstrates persistence of user preferences
[Without Winit](../examples/app/without_winit.rs) | Create an application without winit (runs single time, no event loop)

### Assets

Example | Description
--- | ---
[Alter Mesh](../examples/asset/alter_mesh.rs) | Shows how to modify the underlying asset of a Mesh after spawning.
[Alter Sprite](../examples/asset/alter_sprite.rs) | Shows how to modify texture assets after spawning.
[Asset Decompression](../examples/asset/asset_decompression.rs) | Demonstrates loading a compressed asset
[Asset Loading](../examples/asset/asset_loading.rs) | Demonstrates various methods to load assets
[Asset Processing](../examples/asset/processing/asset_processing.rs) | Demonstrates how to process and load custom assets
[Asset Saving](../examples/asset/asset_saving.rs) | Demonstrates how to save an asset
[Asset Saving with Subassets](../examples/asset/asset_saving_with_subassets.rs) | Demonstrates how to save an asset with subassets
[Asset Settings](../examples/asset/asset_settings.rs) | Demonstrates various methods of applying settings when loading an asset
[Custom Asset](../examples/asset/custom_asset.rs) | Implements a custom asset loader
[Custom Asset IO](../examples/asset/custom_asset_reader.rs) | Implements a custom AssetReader
[Embedded Asset](../examples/asset/embedded_asset.rs) | Embed an asset in the application binary and load it
[Extra Asset Source](../examples/asset/extra_source.rs) | Load an asset from a non-standard asset source
[Generated Assets](../examples/asset/generated_assets.rs) | Shows how to generate and store assets at runtime
[Hot Reloading of Assets](../examples/asset/hot_asset_reloading.rs) | Demonstrates automatic reloading of assets when modified on disk
[Multi-asset synchronization](../examples/asset/multi_asset_sync.rs) | Demonstrates how to wait for multiple assets to be loaded.
[Repeated texture configuration](../examples/asset/repeated_texture.rs) | How to configure the texture to repeat instead of the default clamp to edges
[Web Asset](../examples/asset/web_asset.rs) | Load an asset from the web

### Async Tasks

Example | Description
--- | ---
[Async Channel Pattern](../examples/async_tasks/async_channel_pattern.rs) | An example showing how to offload work to background async tasks using channels for communication.
[Async Compute](../examples/async_tasks/async_compute.rs) | How to use `AsyncComputeTaskPool` to complete longer running tasks
[External Source of Data on an External Thread](../examples/async_tasks/external_source_external_thread.rs) | How to use an external thread to run an infinite task and communicate with a channel

### Audio

Example | Description
--- | ---
[Audio](../examples/audio/audio.rs) | Shows how to load and play an audio file
[Audio Control](../examples/audio/audio_control.rs) | Shows how to load and play an audio file, and control how it's played
[Decodable](../examples/audio/decodable.rs) | Shows how to create and register a custom audio source by implementing the `Decodable` type.
[Pitch](../examples/audio/pitch.rs) | Shows how to directly play a simple pitch
[Play Sound Effect](../examples/audio/play_sound_effect.rs) | Shows how to play a sound effect in response to an event
[Soundtrack](../examples/audio/soundtrack.rs) | Shows how to play different soundtracks based on game state
[Spatial Audio 2D](../examples/audio/spatial_audio_2d.rs) | Shows how to play spatial audio, and moving the emitter in 2D
[Spatial Audio 3D](../examples/audio/spatial_audio_3d.rs) | Shows how to play spatial audio, and moving the emitter in 3D

### Camera

Example | Description
--- | ---
[2D on Bevy UI](../examples/camera/2d_on_ui.rs) | Shows how to render 2D objects on top of Bevy UI
[2D top-down camera](../examples/camera/2d_top_down_camera.rs) | A 2D top-down camera smoothly following player movements
[Camera Orbit](../examples/camera/camera_orbit.rs) | Shows how to orbit a static scene using pitch, yaw, and roll.
[Custom Projection](../examples/camera/custom_projection.rs) | Shows how to create custom camera projections.
[First person view model](../examples/camera/first_person_view_model.rs) | A first-person camera that uses a world model and a view model with different field of views (FOV)
[Free Camera controller](../examples/camera/free_camera_controller.rs) | Demonstrates the FreeCamera controller for 3D scenes.
[Pan Camera](../examples/camera/pan_camera_controller.rs) | Example Pan-Camera Styled Camera Controller for 2D scenes
[Projection Zoom](../examples/camera/projection_zoom.rs) | Shows how to zoom orthographic and perspective projection cameras.
[Screen Shake](../examples/camera/2d_screen_shake.rs) | A simple 2D screen shake effect

### Dev tools

Example | Description
--- | ---
[Extract Schedule Data](../examples/dev_tools/schedule_data.rs) | Extracts the schedule data from a default app and writes it to a file
[FPS overlay](../examples/dev_tools/fps_overlay.rs) | Demonstrates FPS overlay
[Infinite grid](../examples/dev_tools/infinite_grid.rs) | Demonstrates Bevy's infinite grid, suitable as a ground plane for editors

### Diagnostics

Example | Description
--- | ---
[Custom Diagnostic](../examples/diagnostics/custom_diagnostic.rs) | Shows how to create a custom diagnostic
[Enabling/disabling diagnostic](../examples/diagnostics/enabling_disabling_diagnostic.rs) | Shows how to disable/re-enable a Diagnostic during runtime
[Log Diagnostics](../examples/diagnostics/log_diagnostics.rs) | Add a plugin that logs diagnostics, like frames per second (FPS), to the console

### ECS (Entity Component System)

Example | Description
--- | ---
[Callbacks](../examples/ecs/callbacks.rs) | Store arbitrary systems in components and run them on demand
[Change Detection](../examples/ecs/change_detection.rs) | Change detection on components and resources
[Component Hooks](../examples/ecs/component_hooks.rs) | Define component hooks to manage component lifecycle events
[Contiguous Query](../examples/ecs/contiguous_query.rs) | Demonstrates contiguous queries
[Custom Executor](../examples/ecs/custom_executor.rs) | Demonstrates how to make a custom SystemExecutor
[Custom Query Parameters](../examples/ecs/custom_query_param.rs) | Groups commonly used compound queries and query filters into a single type
[Custom Schedule](../examples/ecs/custom_schedule.rs) | Demonstrates how to add custom schedules
[Delayed Commands](../examples/ecs/delayed_commands.rs) | Demonstrates how to schedule ECS commands with a delay
[Dynamic ECS](../examples/ecs/dynamic.rs) | Dynamically create components, spawn entities with those components and query those components
[ECS Guide](../examples/ecs/ecs_guide.rs) | Full guide to Bevy's ECS
[Entity disabling](../examples/ecs/entity_disabling.rs) | Demonstrates how to hide entities from the ECS without deleting them
[Error handling](../examples/ecs/error_handling.rs) | How to return and handle errors across the ECS
[Extraction](../examples/ecs/extraction.rs) | Demonstrates different ways of extracting components, copying them from the main world to the render world
[Fallible System Parameters](../examples/ecs/fallible_params.rs) | Systems are skipped if their parameters cannot be acquired
[Fixed Timestep](../examples/ecs/fixed_timestep.rs) | Shows how to create systems that run every fixed timestep, rather than every tick
[Generic System](../examples/ecs/generic_system.rs) | Shows how to create systems that can be reused with different types
[Hierarchy](../examples/ecs/hierarchy.rs) | Creates a hierarchy of parents and children entities
[Hotpatching Systems](../examples/ecs/hotpatching_systems.rs) | Demonstrates how to hotpatch systems
[Immutable Components](../examples/ecs/immutable_components.rs) | Demonstrates the creation and utility of immutable components
[Iter Combinations](../examples/ecs/iter_combinations.rs) | Shows how to iterate over combinations of query results
[Message](../examples/ecs/message.rs) | Illustrates message creation, activation, and reception
[Nondeterministic System Order](../examples/ecs/nondeterministic_system_order.rs) | Systems run in parallel, but their order isn't always deterministic. Here's how to detect and fix this.
[Observer Propagation](../examples/ecs/observer_propagation.rs) | Demonstrates event propagation with observers
[Observers](../examples/ecs/observers.rs) | Demonstrates observers that react to events (both built-in life-cycle events and custom events)
[One Shot Systems](../examples/ecs/one_shot_systems.rs) | Shows how to flexibly run systems without scheduling them
[Parallel Query](../examples/ecs/parallel_query.rs) | Illustrates parallel queries with `ParallelIterator`
[Relationships](../examples/ecs/relationships.rs) | Define and work with custom relationships between entities
[Removal Detection](../examples/ecs/removal_detection.rs) | Query for entities that had a specific component removed earlier in the current frame
[Run Conditions](../examples/ecs/run_conditions.rs) | Run systems only when one or multiple conditions are met
[Startup System](../examples/ecs/startup_system.rs) | Demonstrates a startup system (one that runs once when the app starts up)
[State Scoped](../examples/ecs/state_scoped.rs) | Shows how to spawn entities that are automatically despawned either when entering or exiting specific game states.
[System Closure](../examples/ecs/system_closure.rs) | Show how to use closures as systems, and how to configure `Local` variables by capturing external state
[System Parameter](../examples/ecs/system_param.rs) | Illustrates creating custom system parameters with `SystemParam`
[System Piping](../examples/ecs/system_piping.rs) | Pipe the output of one system into a second, allowing you to handle any errors gracefully
[System Stepping](../examples/ecs/system_stepping.rs) | Demonstrate stepping through systems in order of execution.

### Embedded

Example | Description
--- | ---
[`no_std` Compatible Library](../examples/no_std/library/src/lib.rs) | Example library compatible with `std` and `no_std` targets

### Games

Example | Description
--- | ---
[Alien Cake Addict](../examples/showcase/alien_cake_addict.rs) | Eat the cakes. Eat them all. An example 3D game
[Breakout](../examples/showcase/breakout.rs) | An implementation of the classic game "Breakout".
[Contributors](../examples/showcase/contributors.rs) | Displays each contributor as a bouncy bevy-ball!
[Desk Toy](../examples/showcase/desk_toy.rs) | Bevy logo as a desk toy using transparent windows! Now with Googly Eyes!
[Game Menu](../examples/showcase/game_menu.rs) | A simple game menu
[Loading Screen](../examples/showcase/loading_screen.rs) | Demonstrates how to create a loading screen that waits for all assets to be loaded and render pipelines to be compiled.

### Gizmos

Example | Description
--- | ---
[2D Gizmos](../examples/gizmos/2d_gizmos.rs) | A scene showcasing 2D gizmos
[3D Gizmos](../examples/gizmos/3d_gizmos.rs) | A scene showcasing 3D gizmos
[Anchored Text Gizmos](../examples/gizmos/anchored_text_gizmos.rs) | Demonstrates anchored text gizmos
[Axes](../examples/gizmos/axes.rs) | Demonstrates the function of axes gizmos
[Light Gizmos](../examples/gizmos/light_gizmos.rs) | A scene showcasing light gizmos
[Text Gizmos 2d](../examples/gizmos/2d_text_gizmos.rs) | A scene showcasing 2d text gizmos
[Text Gizmos 3d](../examples/gizmos/3d_text_gizmos.rs) | A scene showcasing 3d text gizmos
[Text Gizmos Font](../examples/gizmos/text_gizmos_font.rs) | Example displaying the font used by text gizmos
[Transform Gizmo](../examples/gizmos/transform_gizmo.rs) | Interactive transform gizmo for translating, rotating, and scaling entities

### Helpers

Example | Description
--- | ---
[Widgets](../examples/helpers/widgets.rs) | Example UI Widgets

### Input

Example | Description
--- | ---
[Char Input Events](../examples/input/char_input_events.rs) | Prints out all chars as they are inputted
[Gamepad Input](../examples/input/gamepad_input.rs) | Shows handling of gamepad input, connections, and disconnections
[Gamepad Input Events](../examples/input/gamepad_input_events.rs) | Iterates and prints gamepad input and connection events
[Gamepad Rumble](../examples/input/gamepad_rumble.rs) | Shows how to rumble a gamepad using force feedback
[Keyboard Input](../examples/input/keyboard_input.rs) | Demonstrates handling a key press/release
[Keyboard Input Events](../examples/input/keyboard_input_events.rs) | Prints out all keyboard events
[Keyboard Modifiers](../examples/input/keyboard_modifiers.rs) | Demonstrates using key modifiers (ctrl, shift)
[Mouse Grab](../examples/input/mouse_grab.rs) | Demonstrates how to grab the mouse, locking the cursor to the app's screen
[Mouse Input](../examples/input/mouse_input.rs) | Demonstrates handling a mouse button press/release
[Mouse Input Events](../examples/input/mouse_input_events.rs) | Prints out all mouse events (buttons, movement, etc.)
[Touch Input](../examples/input/touch_input.rs) | Displays touch presses, releases, and cancels
[Touch Input Events](../examples/input/touch_input_events.rs) | Prints out all touch inputs

### Math

Example | Description
--- | ---
[Bounding Volume Intersections (2D)](../examples/math/bounding_2d.rs) | Showcases bounding volumes and intersection tests
[Cubic Splines](../examples/math/cubic_splines.rs) | Exhibits different modes of constructing cubic curves using splines
[Custom Primitives](../examples/math/custom_primitives.rs) | Demonstrates how to add custom primitives and useful traits for them.
[Random Sampling](../examples/math/random_sampling.rs) | Demonstrates how to sample random points from mathematical primitives
[Rendering Primitives](../examples/math/render_primitives.rs) | Shows off rendering for all math primitives as both Meshes and Gizmos
[Smooth Follow](../examples/movement/smooth_follow.rs) | Demonstrates how to make an entity smoothly follow another using interpolation

### Movement

Example | Description
--- | ---
[Run physics in a fixed timestep](../examples/movement/physics_in_fixed_timestep.rs) | Handles input, physics, and rendering in an industry-standard way by using a fixed timestep

### Picking

Example | Description
--- | ---
[Custom Hit Data](../examples/picking/custom_hit_data.rs) | Demonstrates a custom picking backend with custom hit data.
[Drag and Drop](../examples/picking/dragdrop_picking.rs) | Demonstrates drag and drop using picking events
[Mesh Picking](../examples/picking/mesh_picking.rs) | Demonstrates picking meshes
[Picking Debug Tools](../examples/picking/debug_picking.rs) | Demonstrates picking debug overlay
[Showcases simple picking events and usage](../examples/picking/simple_picking.rs) | Demonstrates how to use picking events to spawn simple objects
[Sprite Picking](../examples/picking/sprite_picking.rs) | Demonstrates picking sprites and sprite atlases

### Reflection

Example | Description
--- | ---
[Automatic types registration](../examples/reflection/auto_register_static/src/lib.rs) | Demonstrates how to set up automatic reflect types registration for platforms without `inventory` support
[Custom Attributes](../examples/reflection/custom_attributes.rs) | Registering and accessing custom attributes on reflected types
[Dynamic Types](../examples/reflection/dynamic_types.rs) | How dynamic types are used with reflection
[Function Reflection](../examples/reflection/function_reflection.rs) | Demonstrates how functions can be called dynamically using reflection
[Generic Reflection](../examples/reflection/generic_reflection.rs) | Registers concrete instances of generic types that may be used with reflection
[Reflection](../examples/reflection/reflection.rs) | Demonstrates how reflection in Bevy provides a way to dynamically interact with Rust types
[Reflection Types](../examples/reflection/reflection_types.rs) | Illustrates the various reflection types available
[Serialization](../examples/reflection/serialization.rs) | Demonstrates serialization and deserialization using reflection without serde's Serialize/Deserialize traits
[Type Data](../examples/reflection/type_data.rs) | Demonstrates how to create and use type data

### Remote Protocol

Example | Description
--- | ---
[App Under Test](../examples/remote/app_under_test.rs) | A Bevy app that you can connect to with the BRP and control
[Integration Test](../examples/remote/integration_test.rs) | Connects to a running Bevy app via BRP, finds a button, and clicks it
[client](../examples/remote/client.rs) | A simple command line client that can control Bevy apps via the BRP
[server](../examples/remote/server.rs) | A Bevy app that you can connect to with the BRP and edit

### Scene

Example | Description
--- | ---
[BSN example](../examples/scene/bsn.rs) | Demonstrates how to use BSN to compose scenes
[World Serialization](../examples/scene/world_serialization.rs) | Demonstrates loading from and saving world to files

### Shaders

These examples demonstrate how to implement different shaders in user code.

A shader in its most common usage is a small program that is run by the GPU per-vertex in a mesh (a vertex shader) or per-affected-screen-fragment (a fragment shader.) The GPU executes these programs in a highly parallel way.

There are also compute shaders which are used for more general processing leveraging the GPU's parallelism.

Example | Description
--- | ---
[Animated](../examples/shader/animate_shader.rs) | A shader that uses dynamic data like the time since startup
[Array Texture](../examples/shader/array_texture.rs) | A shader that shows how to reuse the core bevy PBR shading functionality in a custom material that obtains the base color from an array texture.
[Compute - Game of Life](../examples/shader/compute_shader_game_of_life.rs) | A compute shader that simulates Conway's Game of Life
[Compute Shader Mesh](../examples/shader_advanced/compute_mesh.rs) | A compute shader that generates a mesh that is controlled by a Handle
[Custom Render Phase](../examples/shader_advanced/custom_render_phase.rs) | Shows how to make a complete render phase
[Custom Vertex Attribute](../examples/shader_advanced/custom_vertex_attribute.rs) | A shader that reads a mesh's custom vertex attribute
[Custom phase item](../examples/shader_advanced/custom_phase_item.rs) | Demonstrates how to enqueue custom draw commands in a render phase
[Extended Bindless Material](../examples/shader/extended_material_bindless.rs) | Demonstrates bindless `ExtendedMaterial`
[Extended Material](../examples/shader/extended_material.rs) | A custom shader that builds on the standard material
[GPU readback](../examples/shader/gpu_readback.rs) | A very simple compute shader that writes to a buffer that is read by the cpu
[Instancing](../examples/shader/automatic_instancing.rs) | Shows that multiple instances of a cube are automatically instanced in one draw call
[Instancing](../examples/shader_advanced/custom_shader_instancing.rs) | A shader that renders a mesh multiple times in one draw call using low level rendering api
[Material](../examples/shader/shader_material.rs) | A shader and a material that uses it
[Material](../examples/shader/shader_material_2d.rs) | A shader and a material that uses it on a 2d mesh
[Material - Bindless](../examples/shader/shader_material_bindless.rs) | Demonstrates how to make materials that use bindless textures
[Material - GLSL](../examples/shader/shader_material_glsl.rs) | A shader that uses the GLSL shading language
[Material - Screenspace Texture](../examples/shader/shader_material_screenspace_texture.rs) | A shader that samples a texture with view-independent UV coordinates
[Material - WESL](../examples/shader/shader_material_wesl.rs) | A shader that uses WESL
[Material Prepass](../examples/shader/shader_prepass.rs) | A shader that uses the various textures generated by the prepass
[Post Processing - Custom Render Pass](../examples/shader_advanced/custom_post_processing.rs) | A custom post processing effect, using a custom render pass that runs after the main pass
[Render Depth to Texture](../examples/shader_advanced/render_depth_to_texture.rs) | Demonstrates how to use depth-only cameras
[Shader Defs](../examples/shader/shader_defs.rs) | A shader that uses "shaders defs" (a bevy tool to selectively toggle parts of a shader)
[Specialized Mesh Pipeline](../examples/shader_advanced/specialized_mesh_pipeline.rs) | Demonstrates how to write a specialized mesh pipeline
[Storage Buffer](../examples/shader/storage_buffer.rs) | A shader that shows how to bind a storage buffer using a custom material.
[Texture Binding Array (Bindless Textures)](../examples/shader_advanced/texture_binding_array.rs) | A shader that shows how to bind and sample multiple textures as a binding array (a.k.a. bindless textures).

### Shaders Advanced

Example | Description
--- | ---
[Fullscreen Material](../examples/shader_advanced/fullscreen_material.rs) | Demonstrates how to write a fullscreen material
[Manual Material Implementation](../examples/shader_advanced/manual_material.rs) | Demonstrates how to implement a material manually using the mid-level render APIs

### State

Example | Description
--- | ---
[Computed States](../examples/state/computed_states.rs) | Advanced state patterns using Computed States.
[Custom State Transition Behavior](../examples/state/custom_transitions.rs) | Creating and working with custom state transition schedules.
[States](../examples/state/states.rs) | Illustrates how to use States to control transitioning from a Menu state to an InGame state.
[Sub States](../examples/state/sub_states.rs) | Using Sub States for hierarchical state handling.

### Stress Tests

These examples are used to test the performance and stability of various parts of the engine in an isolated way.

Due to the focus on performance it's recommended to run the stress tests in release mode:

```sh
cargo run --release --example <example name>
```

Example | Description
--- | ---
[Bevymark](../examples/stress_tests/bevymark.rs) | A heavy sprite rendering workload to benchmark your system with Bevy
[Bevymark 3D](../examples/stress_tests/bevymark_3d.rs) | A heavy 3D cube rendering workload to benchmark your system with Bevy
[Many Animated Materials](../examples/stress_tests/many_materials.rs) | Benchmark to test rendering many animated materials
[Many Animated Sprite Meshes](../examples/stress_tests/many_animated_sprite_meshes.rs) | Displays many animated sprite meshes in a grid arrangement with slight offsets to their animation timers. Used for performance testing.
[Many Animated Sprites](../examples/stress_tests/many_animated_sprites.rs) | Displays many animated sprites in a grid arrangement with slight offsets to their animation timers. Used for performance testing.
[Many Buttons](../examples/stress_tests/many_buttons.rs) | Test rendering of many UI elements
[Many Cameras & Lights](../examples/stress_tests/many_cameras_lights.rs) | Test rendering of many cameras and lights
[Many Components (and Entities and Systems)](../examples/stress_tests/many_components.rs) | Test large ECS systems
[Many Cubes](../examples/stress_tests/many_cubes.rs) | Simple benchmark to test per-entity draw overhead. Run with the `sphere` argument to test frustum culling
[Many Foxes](../examples/stress_tests/many_foxes.rs) | Loads an animated fox model and spawns lots of them. Good for testing skinned mesh performance. Takes an unsigned integer argument for the number of foxes to spawn. Defaults to 1000
[Many Gizmos](../examples/stress_tests/many_gizmos.rs) | Test rendering of many gizmos
[Many Glyphs](../examples/stress_tests/many_glyphs.rs) | Simple benchmark to test text rendering.
[Many Gradients](../examples/stress_tests/many_gradients.rs) | Stress test for gradient rendering performance
[Many Lights](../examples/stress_tests/many_lights.rs) | Simple benchmark to test rendering many point lights. Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights
[Many Morph Targets](../examples/stress_tests/many_morph_targets.rs) | Simple benchmark to test rendering many meshes with animated morph targets.
[Many Sprite Meshes](../examples/stress_tests/many_sprite_meshes.rs) | Displays many sprite meshes in a grid arrangement! Used for performance testing. Use `--colored` to enable color tinted sprites.
[Many Sprites](../examples/stress_tests/many_sprites.rs) | Displays many sprites in a grid arrangement! Used for performance testing. Use `--colored` to enable color tinted sprites.
[Many Text2d](../examples/stress_tests/many_text2d.rs) | Displays many Text2d! Used for performance testing.
[Text Pipeline](../examples/stress_tests/text_pipeline.rs) | Text Pipeline benchmark
[Transform Hierarchy](../examples/stress_tests/transform_hierarchy.rs) | Various test cases for hierarchy and transform propagation performance

### Time

Example | Description
--- | ---
[Time handling](../examples/time/time.rs) | Explains how Time is handled in ECS
[Timers](../examples/time/timers.rs) | Illustrates ticking `Timer` resources inside systems and handling their state
[Virtual time](../examples/time/virtual_time.rs) | Shows how `Time<Virtual>` can be used to pause, resume, slow down and speed up a game.

### Tools

Example | Description
--- | ---
[Gamepad Viewer](../examples/tools/gamepad_viewer.rs) | Shows a visualization of gamepad buttons, sticks, and triggers
[Scene Viewer](../examples/tools/scene_viewer/main.rs) | A simple way to view glTF models with Bevy. Just run `cargo run --release --example scene_viewer /path/to/model.gltf#Scene0`, replacing the path as appropriate. With no arguments it will load the FieldHelmet glTF model from the repository assets subdirectory

### Transforms

Example | Description
--- | ---
[3D Rotation](../examples/transforms/3d_rotation.rs) | Illustrates how to (constantly) rotate an object around an axis
[Alignment](../examples/transforms/align.rs) | A demonstration of Transform's axis-alignment feature
[Scale](../examples/transforms/scale.rs) | Illustrates how to scale an object in each direction
[Transform](../examples/transforms/transform.rs) | Shows multiple transformations of objects
[Translation](../examples/transforms/translation.rs) | Illustrates how to move an object along an axis

### UI (User Interface)

Example | Description
--- | ---
[Anchor Layout](../examples/ui/layout/anchor_layout.rs) | Shows an 'anchor layout' style of ui layout
[Borders](../examples/ui/styling/borders.rs) | Demonstrates how to create a node with a border
[Box Shadow](../examples/ui/styling/box_shadow.rs) | Demonstrates how to create a node with a shadow
[Button](../examples/ui/widgets/button.rs) | Illustrates creating and updating a button
[CSS Grid](../examples/ui/layout/grid.rs) | An example for CSS Grid layout
[Directional Navigation](../examples/ui/navigation/directional_navigation.rs) | Demonstration of automatic directional navigation based on UI element positions
[Directional Navigation Overrides](../examples/ui/navigation/directional_navigation_overrides.rs) | Demonstration of automatic directional navigation between UI elements with manual overrides
[Display and Visibility](../examples/ui/layout/display_and_visibility.rs) | Demonstrates how Display and Visibility work in the UI.
[Drag to Scroll](../examples/ui/scroll_and_overflow/drag_to_scroll.rs) | This example tests scale factor, dragging and scrolling
[Editable Text Filter](../examples/ui/text/editable_text_filter.rs) | Demonstrates an 8-character hex input using EditableTextFilter
[Feathers Counter](../examples/ui/widgets/feathers_counter.rs) | Simple counter using feathers
[Feathers Widgets](../examples/ui/widgets/feathers_gallery.rs) | Gallery of Feathers Widgets
[Flex Layout](../examples/ui/layout/flex_layout.rs) | Demonstrates how the AlignItems and JustifyContent properties can be composed to layout nodes and position text
[Font Atlas Debug](../examples/ui/text/font_atlas_debug.rs) | Illustrates how FontAtlases are populated (used to optimize text rendering internally)
[Font Queries](../examples/ui/text/font_query.rs) | Demonstrates font querying
[Font Variations](../examples/ui/text/font_variations.rs) | Demonstrates how to use OpenType font variations.
[Font Weights](../examples/ui/text/font_weights.rs) | Demonstrates how to use font weights.
[Generic Font Families](../examples/ui/text/generic_font_families.rs) | Demonstrates how to use generic font families
[Ghost Nodes](../examples/ui/layout/ghost_nodes.rs) | Demonstrates the use of Ghost Nodes to skip entities in the UI layout hierarchy
[Gradients](../examples/ui/styling/gradients.rs) | An example demonstrating gradients
[IME Support](../examples/ui/text/ime_support.rs) | Demonstrates IME (Input Method Editor) support for text input
[Image Node](../examples/ui/images/image_node.rs) | Demonstrates how to create an image node
[Image Node Resizing](../examples/ui/images/image_node_resizing.rs) | Demonstrates how to resize an image node
[Letter Spacing](../examples/ui/text/letter_spacing.rs) | Demonstrates the letter spacing feature
[Multiline Text Input](../examples/ui/text/multiline_text_input.rs) | Demonstrates a single multiline EditableText widget
[Multiple Text Inputs](../examples/ui/text/multiple_text_inputs.rs) | Demonstrates multiple text inputs
[Overflow](../examples/ui/scroll_and_overflow/overflow.rs) | Simple example demonstrating overflow behavior
[Overflow Clip Margin](../examples/ui/scroll_and_overflow/overflow_clip_margin.rs) | Simple example demonstrating the OverflowClipMargin style property
[Overflow and Clipping Debug](../examples/ui/scroll_and_overflow/overflow_debug.rs) | An example to debug overflow and clipping behavior
[Relative Cursor Position](../examples/ui/relative_cursor_position.rs) | Showcases the RelativeCursorPosition component
[Render UI to Texture](../examples/ui/render_ui_to_texture.rs) | An example of rendering UI as a part of a 3D world
[Scroll](../examples/ui/scroll_and_overflow/scroll.rs) | Demonstrates scrolling UI containers
[Scrollbars](../examples/ui/scroll_and_overflow/scrollbars.rs) | Demonstrates use of core scrollbar in Bevy UI
[Size Constraints](../examples/ui/layout/size_constraints.rs) | Demonstrates how the to use the size constraints to control the size of a UI node.
[Stacked Gradients](../examples/ui/styling/stacked_gradients.rs) | An example demonstrating stacked gradients
[Standard Widgets](../examples/ui/widgets/standard_widgets.rs) | Demonstrates use of core (headless) widgets in Bevy UI
[Standard Widgets (w/Observers)](../examples/ui/widgets/standard_widgets_observers.rs) | Demonstrates use of core (headless) widgets in Bevy UI, with Observers
[Strikethrough and Underline](../examples/ui/text/strikethrough_and_underline.rs) | Demonstrates how to display text with strikethrough and underline.
[System Fonts](../examples/ui/text/system_fonts.rs) | Demonstrates how to use system fonts
[Tab Navigation](../examples/ui/widgets/tab_navigation.rs) | Demonstration of Tab Navigation between UI elements
[Text](../examples/ui/text/text.rs) | Illustrates creating and updating text
[Text Background Colors](../examples/ui/text/text_background_colors.rs) | Demonstrates text background colors
[Text Debug](../examples/ui/text/text_debug.rs) | An example for debugging text layout
[Text Input](../examples/ui/text/text_input.rs) | Demonstrates a simple, unstyled text input widget
[Text Wrap Debug](../examples/ui/text/text_wrap_debug.rs) | Demonstrates text wrapping
[Transparency UI](../examples/ui/styling/transparency_ui.rs) | Demonstrates transparency for UI
[UI Drag and Drop](../examples/ui/ui_drag_and_drop.rs) | Demonstrates dragging and dropping UI nodes
[UI Material](../examples/ui/ui_material.rs) | Demonstrates creating and using custom Ui materials
[UI Scaling](../examples/ui/ui_scaling.rs) | Illustrates how to scale the UI
[UI Target Camera](../examples/ui/ui_target_camera.rs) | Demonstrates how to use `UiTargetCamera` and camera ordering.
[UI Texture Atlas](../examples/ui/images/ui_texture_atlas.rs) | Illustrates how to use TextureAtlases in UI
[UI Texture Atlas Slice](../examples/ui/images/ui_texture_atlas_slice.rs) | Illustrates how to use 9 Slicing for TextureAtlases in UI
[UI Texture Slice](../examples/ui/images/ui_texture_slice.rs) | Illustrates how to use 9 Slicing in UI
[UI Texture Slice Flipping and Tiling](../examples/ui/images/ui_texture_slice_flip_and_tile.rs) | Illustrates how to flip and tile images with 9 Slicing in UI
[UI Transform](../examples/ui/ui_transform.rs) | An example demonstrating how to translate, rotate and scale UI elements.
[UI Z-Index](../examples/ui/layout/z_index.rs) | Demonstrates how to control the relative depth (z-position) of UI elements
[Vertical Slider](../examples/ui/widgets/vertical_slider.rs) | Simple example showing vertical and horizontal slider widgets with snap behavior and value labels
[Viewport Node](../examples/ui/widgets/viewport_node.rs) | Demonstrates how to create a viewport node with picking support
[Virtual Keyboard](../examples/ui/widgets/virtual_keyboard.rs) | Example demonstrating a virtual keyboard widget
[Window Fallthrough](../examples/ui/window_fallthrough.rs) | Illustrates how to access `winit::window::Window`'s `hittest` functionality.

### Usage

Example | Description
--- | ---
[Context Menu](../examples/usage/context_menu.rs) | Example of a context menu
[Cooldown](../examples/usage/cooldown.rs) | Example for cooldown on button clicks
[Debug Frustum Culling](../examples/usage/debug_frustum_culling.rs) | Example demonstrating how to debug frustum culling

### Window

Example | Description
--- | ---
[Clear Color](../examples/window/clear_color.rs) | Creates a solid color window
[Custom Cursor Image](../examples/window/custom_cursor_image.rs) | Demonstrates creating an animated custom cursor from an image
[Low Power](../examples/window/low_power.rs) | Demonstrates settings to reduce power use for bevy applications
[Monitor info](../examples/window/monitor_info.rs) | Displays information about available monitors (displays).
[Multiple Windows](../examples/window/multiple_windows.rs) | Demonstrates creating multiple windows, and rendering to them
[Scale Factor Override](../examples/window/scale_factor_override.rs) | Illustrates how to customize the default window settings
[Screenshot](../examples/window/screenshot.rs) | Shows how to save screenshots to disk
[Transparent Window](../examples/window/transparent_window.rs) | Illustrates making the window transparent and hiding the window decoration
[Window Drag Move](../examples/window/window_drag_move.rs) | Demonstrates drag move and drag resize without window decoration
[Window Resizing](../examples/window/window_resizing.rs) | Demonstrates resizing and responding to resizing a window
[Window Settings](../examples/window/window_settings.rs) | Demonstrates customizing default window settings

### glTF

Example | Description
--- | ---
[Custom glTF vertex attribute 2D](../examples/gltf/custom_gltf_vertex_attribute.rs) | Renders a glTF mesh in 2D with a custom vertex attribute
[Edit glTF Material](../examples/gltf/edit_material_on_gltf.rs) | Showcases changing materials of a glTF after Scene spawn
[Load glTF](../examples/gltf/load_gltf.rs) | Loads and renders a glTF file as a scene
[Load glTF extras](../examples/gltf/load_gltf_extras.rs) | Loads and renders a glTF file as a scene, including the gltf extras
[Query glTF primitives](../examples/gltf/query_gltf_primitives.rs) | Query primitives in a glTF scene
[Update glTF Scene](../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
[glTF Skinned Mesh](../examples/gltf/gltf_skinned_mesh.rs) | Skinned mesh example with mesh and joints data loaded from a glTF file
[glTF extension AnimationGraph](../examples/gltf/gltf_extension_animation_graph.rs) | Uses glTF data to build an AnimationGraph via extension processing
[glTF extension processing to build Mesh2ds from glTF data](../examples/gltf/gltf_extension_mesh_2d.rs) | Uses glTF extension data to convert incoming Mesh3d/MeshMaterial3d assets to 2d

## Tests

Example | Description
--- | ---
[How to Test Apps](../tests/how_to_test_apps.rs) | How to test apps (simple integration testing)
[How to Test Systems](../tests/how_to_test_systems.rs) | How to test systems with commands, queries or resources

## Platform-Specific Examples

### Android

#### Setup

```sh
rustup target add aarch64-linux-android
cargo install cargo-ndk
```

The Android SDK must be installed, and the environment variable `ANDROID_SDK_ROOT` set to the root Android `sdk` folder.

When using `NDK (Side by side)`, the environment variable `ANDROID_NDK_ROOT` must also be set to one of the NDKs in `sdk\ndk\[NDK number]`.

Alternatively, you can install Android Studio.

#### Build & Run

To build an Android app, you first need to build shared object files for the target architecture with `cargo-ndk`:

```sh
cargo ndk -t <target_name> -P 26 -o <project_name>/app/src/main/jniLibs build
```

For example, to compile to a 64-bit ARM platform:

```sh
cargo ndk -t arm64-v8a -P 26 -o android_example/app/src/main/jniLibs build
```

Setting the output path ensures the shared object files can be found in target-specific directories under `jniLibs` where the JNI can find them.

See the `cargo-ndk` [README](https://crates.io/crates/cargo-ndk) for other options.

After this you can build it with `gradlew`:

```sh
./gradlew build
```

Or build it with Android Studio.

Then you can test it in your Android project.

#### Debugging

You can view the logs with the following command:

```sh
adb logcat | grep 'RustStdoutStderr\|bevy\|wgpu'
```

In case of an error getting a GPU or setting it up, you can try settings logs of `wgpu_hal` to `DEBUG` to get more information.

Sometimes, running the app complains about an unknown activity. This may be fixed by uninstalling the application:

```sh
adb uninstall org.bevyengine.example
```

#### Old phones

In its examples, Bevy targets the minimum Android API that Play Store  <!-- markdown-link-check-disable -->
[requires](https://developer.android.com/distribute/best-practices/develop/target-sdk) to upload and update apps. <!-- markdown-link-check-enable -->
Users of older phones may want to use an older API when testing. By default, Bevy uses [`GameActivity`](https://developer.android.com/games/agdk/game-activity), which only works for Android API level 31 and higher, so if you want to use older API, you need to switch to `NativeActivity`.

Keep in mind that if you are using `bevy_audio` the minimum supported Android API version is 26 (Android 8/Oreo).

To use `NativeActivity`, you need to edit it in `cargo.toml` manually like this:

```toml
bevy = { version = "0.19", features = ["android-native-activity"] }
```

Then build it as the [Build & Run](#build--run) section stated above.

##### About `cargo-apk`

You can also build an APK with `cargo-apk`, a simpler and deprecated tool which doesn't support `GameActivity`. If you want to use this, there is a [folder](./mobile/android_basic) inside the mobile example with instructions.

Example | File | Description
--- | --- | ---
`android` | [`mobile/src/lib.rs`](./mobile/src/lib.rs) | A 3d Scene with a button and playing sound

### iOS

#### Setup

You need to install the correct rust targets:

- `aarch64-apple-ios`: iOS devices
- `x86_64-apple-ios`: iOS simulator on x86 processors
- `aarch64-apple-ios-sim`: iOS simulator on Apple processors

```sh
rustup target add aarch64-apple-ios x86_64-apple-ios aarch64-apple-ios-sim
```

#### Build & Run

Using bash:

```sh
cd examples/mobile
make run
```

In an ideal world, this will boot up, install and run the app for the first
iOS simulator in your `xcrun simctl list devices`. If this fails, you can
specify the simulator device UUID via:

```sh
DEVICE_ID=${YOUR_DEVICE_ID} make run
```

If you'd like to see xcode do stuff, you can run

```sh
open bevy_mobile_example.xcodeproj/
```

which will open xcode. You then must push the zoom zoom play button and wait
for the magic.

Example | File | Description
--- | --- | ---
`ios` | [`mobile/src/lib.rs`](./mobile/src/lib.rs) | A 3d Scene with a button and playing sound

### Wasm

#### Setup

```sh
rustup target add wasm32-unknown-unknown
cargo install wasm-bindgen-cli
```

#### Build & Run

Following is an example for `lighting`. For other examples, change the `lighting` in the
following commands.

```sh
cargo build --release --example lighting --target wasm32-unknown-unknown
wasm-bindgen --out-name wasm_example \
  --out-dir examples/wasm/target \
  --target web target/wasm32-unknown-unknown/release/examples/lighting.wasm
```

The first command will build the example for the wasm target, creating a binary. Then,
[wasm-bindgen-cli](https://rustwasm.github.io/wasm-bindgen/reference/cli.html) is used to create
javascript bindings to this wasm file in the output file `examples/wasm/target/wasm_example.js`, which can be loaded using this
[example HTML file](./wasm/index.html).

Then serve `examples/wasm` directory to browser. i.e.

```sh
## cargo install basic-http-server
basic-http-server examples/wasm

## with python
python3 -m http.server --directory examples/wasm

## with ruby
ruby -run -ehttpd examples/wasm
```

##### WebGL2 and WebGPU

Bevy support for WebGPU is being worked on, but is currently experimental.

To build for WebGPU, you'll need to enable the `webgpu` feature. This will override the `webgl2` feature, and builds with the `webgpu` feature enabled won't be able to run on browsers that don't support WebGPU.

Bevy has a helper to build its examples:

- Build for WebGL2: `cargo run -p build-wasm-example -- --api webgl2 load_gltf`
- Build for WebGPU: `cargo run -p build-wasm-example -- --api webgpu load_gltf`
- Debug: `cargo run -p build-wasm-example -- --debug --api webgl2 load_gltf`

This helper will log the command used to build the examples.

#### Audio in the browsers

For the moment, everything is single threaded, this can lead to stuttering when playing audio in browsers. Not all browsers react the same way for all games, you will have to experiment for your game.

In browsers, audio is not authorized to start without being triggered by an user interaction. This is to avoid multiple tabs all starting to auto play some sounds. You can find more context and explanation for this on [Google Chrome blog](https://developer.chrome.com/blog/web-audio-autoplay/). This page also describes a JS workaround to resume audio as soon as the user interact with your game.

#### Optimizing

On the web, it's useful to reduce the size of the files that are distributed.
With rust, there are many ways to improve your executable sizes, starting with
the steps described in [the quick-start guide](https://bevy.org/learn/quick-start/getting-started/setup/#compile-with-performance-optimizations).

Now, when building the executable, use `--profile wasm-release` instead of `--release`:

```sh
cargo build --profile wasm-release --example lighting --target wasm32-unknown-unknown
```

To apply `wasm-opt`, first locate the `.wasm` file generated in the `--out-dir` of the
earlier `wasm-bindgen-cli` command (the filename should end with `_bg.wasm`), then run:

```sh
wasm-opt -Oz --output optimized.wasm examples/wasm/target/lighting_bg.wasm
mv optimized.wasm examples/wasm/target/lighting_bg.wasm
```

Make sure your final executable size is actually smaller. Some optimizations
may not be worth keeping due to compilation time increases.

For a small project with a basic 3d model and two lights,
the generated file sizes are, as of July 2022, as follows:

profile                           | wasm-opt | no wasm-opt
----------------------------------|----------|-------------
Default                           | 8.5M     | 13.0M
opt-level = "z"                   | 6.1M     | 12.7M
"z" + lto = "thin"                | 5.9M     | 12M
"z" + lto = "fat"                 | 5.1M     | 9.4M
"z" + "thin" + codegen-units = 1  | 5.3M     | 11M
"z" + "fat"  + codegen-units = 1  | 4.8M     | 8.5M

#### Loading Assets

To load assets, they need to be available in the folder examples/wasm/assets. Cloning this
repository will set it up as a symlink on Linux and macOS, but you will need to manually move
the assets on Windows.
