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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