#bevy-ecs #game #bevy #ecs

bevy_entity_system

Adds systems that only operate on single entity

3 releases

0.14.3 Aug 30, 2024
0.14.2 Aug 12, 2024
0.14.1 Aug 10, 2024

#810 in Game dev

Download history 87/week @ 2024-08-05 153/week @ 2024-08-12 133/week @ 2024-08-26 12/week @ 2024-09-02

325 downloads per month

MIT/Apache

36KB
613 lines

This crate provides easy to use way to make systems that operate on a single entity.

Warning

Currently there is a bug, individual entity systems don't store their state. State is being shared across all entities that are being iterated by the system that resulted from into_system call. That means that Local, EntityReader and other SystemParam's, that rely on it's state property to be preserved between system runs, won't work correctly. It is a huge footgun, so the work on fixing it is being done.

After fix, the API will change, user would need to explicitly specify the entities this system is allowed to run on. That means, you most probably would need to be able to mutate systems at runtime - something that bevy currently doesn't support. I also work on a crate that will be able to provide you with such functionality - it is not published yet.

Example

(of current functionality)

#[derive(Component)]
struct MyMarkerComponent;

fn my_entity_system(data: Data<&mut Transform, With<MyMarkerComponent>>, mut commands: Commands) {
    *data.item += 10;
    commands.spawn(Transform::from_translation(data.item.translation));
}

fn my_entity_system_with_input(input: In<Vec2>, data: Data<&mut Transform>) {
    *data.item += input;
}

app.add_systems(Update, (
    my_entity_system.into_system(), 
    my_entity_system_with_input.into_system()
));

Dependencies

~7–10MB
~171K SLoC