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Bevy

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Features

bevyengine/bevy

Features

Cross-cutting capabilities — things that span multiple crates and multiple lenses. Where the Packages section answers "what does this crate do?" the features section answers "how does Bevy implement X?"

Pages

Feature What's covered
Rendering pipeline Extract → prepare → queue → render. Render graph, phases, the SubApp boundary. Spans bevy_render, bevy_pbr, bevy_core_pipeline, bevy_post_process, bevy_anti_alias, bevy_solari.
Assets Loading, hot reload, the offline processor, per-format loaders. Spans bevy_asset, bevy_image, bevy_gltf, bevy_audio, bevy_text, bevy_shader.
Scenes Saving and loading worlds. Spans bevy_scene, bevy_world_serialization, bevy_reflect, bevy_ecs.
UI Layout, widgets, focus, picking. Spans bevy_ui, bevy_ui_render, bevy_ui_widgets, bevy_feathers, bevy_text, bevy_input_focus, bevy_picking.
Input Keyboard, mouse, touch, gamepad, focus. Spans bevy_input, bevy_winit, bevy_gilrs, bevy_input_focus, bevy_picking.
Picking Pointers, hits, click/drag/hover events. Spans bevy_picking, bevy_pbr (mesh), bevy_sprite (sprite), bevy_ui (UI).
Animation Skeletal animation, morph targets, animation graph. Spans bevy_animation, bevy_gltf, bevy_math, bevy_reflect.
States Typed state machines for Menu / InGame / Paused. Spans bevy_state, bevy_app.

When to use each

  • Start here if you have a question shaped like "how does Bevy do X" rather than "where in the code is Y."
  • These pages link heavily into Packages. Read the feature page for the cross-crate picture, then jump into the relevant crate page for implementation details.

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Features – Bevy wiki | Factory