This crate adds a debug menu to your Bevy game. It can show your diagnostics, and explore and edit the current entities and resources.
- use
bevy
from a recentmaster
branch
[patch.crates-io]
bevy = { git = "https://github.com/bevyengine/bevy", rev = "e6e23fdfa97b0ebfad3495407d9dff27d75ab843" }
- add
bevy_debug_menu
as a dependency
[dependencies]
bevy_debug_menu = { git = "https://github.com/Davier/bevy_debug_menu" }
- add the
DebugMenuPlugin
to your bevy app - launch the app and press
F10
to show or hide the menu
- derive
Reflect
,ReflectComponent
andReflectResource
on your types - adapt your game to stop processing keyboard inputs when editing entities by listening to
FocusedEvent
andUnfocusedEvent
- you need to use release mode to have descent frame rate, at least for your dependencies:
[profile.dev.package."*"]
opt-level = 3
[dependencies]
bevy_debug_menu = { git = "https://github.com/Davier/bevy_debug_menu", features = ["extra"] }
[patch.crates-io]
bevy = { git = "https://github.com/Davier/bevy", branch = "extra" }
use bevy::prelude::*;
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_plugin(bevy_debug_menu::DebugMenuPlugin)
// This is unnecessary if you already initialize the UI camera in your game
.add_startup_system(bevy_debug_menu::setup_ui_camera.system())
.run();
}
- stable order for all items
- search by resource type, component type, entity Name and entity Label
- remove resource, entity, component
- load/save scene
- list and spawn loaded scenes
- integration with bevy_mod_picking