A refreshingly simple data-driven game engine built in Rust
  • Rust 94.6%
  • WGSL 5.3%
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Joe Buehler 4e6bd141ed
Add color and enum variant editing to the inspector (#26063)
# Objective

Part of #23013.

The details panel from #25923 can edit most fields, but colors are
read-only and only enums made of unit variants can be switched. That
leaves out a lot of common fields, like a sprite's color, an
`Option<f32>`, or any enum carrying data.

# Solution

- color fields get a color picker next to a hex text input, and both
write back into the field
- the hex input takes `#RRGGBB` or `#RRGGBBAA` and commits on Enter or
when it loses focus, anything else is reverted to the field's current
color
- a written color keeps the color space of the field, so a `Color::Hsla`
stays `Hsla`, and every `bevy_color` space is now shown as a color
instead of a struct
- enums with data now get the variant select too. It lists the current
variant and every variant whose fields all have a registered `Default`,
and switching builds the new variant from those defaults
- this covers `Option`, so `None` and `Some` can be toggled for any type
with a `Default`
- enums where no other variant can be built still show their variant as
a caption

Asset handles, including ones inside newtypes like `Mesh3d`, now show as
read-only labels so switching their variant can't break the asset,
editing assets themselves is a planned follow-up.

The picker and hex input only cover the `0..=1` range, so editing an HDR
color clamps it, and a warning is logged the first time that happens.
HDR pickers and color annotations are left for follow-ups.

The local inspector example has a few new fields to try these out, and
its showcase object updates live as you change its color and shape.

# AI disclosure

AI implemented this along with its tests, and split it out of the remote
inspector work so it stands on its own. I reviewed the changes.

# Showcase



https://github.com/user-attachments/assets/2b0adaca-683f-46ec-b079-7029b12a650f

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2026-10-15 03:17:10 +00:00
.cargo Add -Zcache-proc-macros flag to config_fast_builds.toml (#24595) 2026-08-04 21:06:18 +00:00
.github Update the PR template to simplify the showcase section and add an AI disclosure section. (#26155) 2026-10-14 22:13:18 +00:00
_release-content Add color and enum variant editing to the inspector (#26063) 2026-10-15 03:17:10 +00:00
assets examples: Use single up-to-date android example (#23491) 2026-10-06 06:34:39 +00:00
benches Incremental UI layout updates (#25653) 2026-10-14 20:21:33 +00:00
constants wgsl-analyzer support (#25581) 2026-09-29 19:03:34 +00:00
crates Add color and enum variant editing to the inspector (#26063) 2026-10-15 03:17:10 +00:00
docs Support KHR_meshopt_compression and EXT_meshopt_compression in bevy_gltf (#25953) 2026-10-15 02:45:19 +00:00
docs-rs bsn: improve docs and add tests (#24464) 2026-06-08 22:44:03 +00:00
docs-template examples: Use single up-to-date android example (#23491) 2026-10-06 06:34:39 +00:00
errors Add Docs for Error B0007 (Multiple Mutable System Parameters) (#25873) 2026-09-24 16:11:49 +00:00
examples Add color and enum variant editing to the inspector (#26063) 2026-10-15 03:17:10 +00:00
src Rewrite the reason for the clippy::doc_markdown expectation in the bevy main crate to be more accurate (#21590) 2025-10-19 18:49:43 +00:00
tests Simplify ambiguity_detection test to use per-app schedule configuration. (#26046) 2026-10-07 05:55:03 +00:00
tests-integration/simple-ecs-test Internalize BevyManifest logic. Switch to RwLock (#18263) 2025-03-12 00:46:01 +00:00
tools Update hashbrown requirement from 0.16.1 to 0.17.1 (#24816) 2026-09-22 16:07:55 +00:00
.gitattributes Configure WESL syntax highlighting (#25758) 2026-09-15 03:34:33 +00:00
.gitignore bevy_ecs fuzzing (#23682) 2026-10-05 07:13:05 +00:00
Cargo.toml Support KHR_meshopt_compression and EXT_meshopt_compression in bevy_gltf (#25953) 2026-10-15 02:45:19 +00:00
clippy.toml Rewrite the reason for the clippy::doc_markdown expectation in the bevy main crate to be more accurate (#21590) 2025-10-19 18:49:43 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md Make the AI Policy more visible to newcomers (#23420) 2026-03-19 08:11:05 +00:00
CREDITS.md Fix typos CREDITS.md (#17899) 2025-02-17 09:30:04 +00:00
deny.toml Ignore quick-xml security advisories (#25021) 2026-07-16 19:43:40 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md Fixes archived rfcs repo link in README.md (#24852) 2026-07-03 06:02:27 +00:00
rustfmt.toml Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
SECURITY.md Bevy security policy (#20942) 2025-10-16 22:03:06 +00:00
typos.toml bevy_editor_cam Upstream (#25434) 2026-08-18 23:41:21 +00:00

Bevy

License Crates.io Downloads Docs Discord

What is Bevy?

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

WARNING

Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.

MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.

Design Goals

  • Capable: Offer a complete 2D and 3D feature set
  • Simple: Easy for newbies to pick up, but infinitely flexible for power users
  • Data Focused: Data-oriented architecture using the Entity Component System paradigm
  • Modular: Use only what you need. Replace what you don't like
  • Fast: App logic should run quickly, and when possible, in parallel
  • Productive: Changes should compile quickly ... waiting isn't fun

About

  • Features: A quick overview of Bevy's features.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.

  • Discord: Bevy's official discord server.
  • Reddit: Bevy's official subreddit.
  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

Contributing

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open a GitHub Discussion so we can brainstorm together effectively!

Getting Started

We recommend checking out the Quick Start Guide for a brief introduction.

Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:

# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout

To draw a window with standard functionality enabled, use:

use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .run();
}

Fast Compiles

Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.

Bevy Cargo Features

This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.

Thanks

Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.

A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.

This project is tested with BrowserStack.

License

Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Some of the engine's code carries additional copyright notices and license terms due to their external origins. These are generally BSD-like, but exact details vary by crate: If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed. The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms. The license field of each crate will also reflect this.

The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.