Structs
- A container of app logic and data.
- Runs first in the schedule.
- Runs first in the
FixedMain
schedule. - The schedule that runs last in
FixedMain
- The schedule that runs after the
FixedUpdate
schedule, for reacting to changes made in the main update logic. - The schedule that contains logic that must run before
FixedUpdate
. - The schedule that contains most gameplay logic.
- Runs last in the schedule.
- The schedule that contains the app logic that is evaluated each tick of
App::update()
. - The schedule that runs once after
Startup
. - The schedule that contains logic that must run after
Update
. For example, synchronizing “local transforms” in a hierarchy to “global” absolute transforms. This enables thePostUpdate
transform-sync system to react to “local transform” changes inUpdate
without theUpdate
systems needing to know about (or add scheduler dependencies for) the “global transform sync system”. - The schedule that runs before
Startup
. - The schedule that contains logic that must run before
Update
. For example, a system that reads raw keyboard input OS events into anEvents
resource. This enables systems inUpdate
to consume the events from theEvents
resource without actually knowing about (or taking a direct scheduler dependency on) the “os-level keyboard event system”. - The schedule that contains scene spawning.
- The schedule that runs once when the app starts.
- Runs state transitions.
- The schedule that contains app logic. Ideally containing anything that must run once per render frame, such as UI.
Traits
- A collection of Bevy app logic and configuration.
- Combines multiple
Plugin
s into a single unit.
Derive Macros
- Generates a dynamic plugin entry point function for the given
Plugin
type.