#gamedev #bevy


Extra helpers for working with Bevy Scenes

3 unstable releases

Uses new Rust 2021

0.2.0 Nov 19, 2022
0.1.1 Aug 21, 2022
0.1.0 Aug 18, 2022

#260 in Game dev

42 downloads per month


329 lines

Helpers for working with Bevy Scenes

Version compatibility table:

Bevy Version Crate Version
0.9 0.2
0.8 0.1

What is this about?

For the uninitiated: Bevy Scenes are a way to store some predefined Bevy ECS data (arbitrary entities with components on them) and be able to instantiate them later, as many times as you want!

You can use Scenes for many use cases:

  • Loading your game levels/maps (or parts of them)
  • Preconfigured game units/modules (some other engines call this "prefabs")
  • Saving game state

Until now, creating Bevy scenes, and working with the Bevy scene format, was very unapproachable. While Bevy makes it easy to use existing scenes in your game (just spawn them with DynamicSceneBundle), there was no easy way to create them. Bevy offers nothing built-in for easily exporting things into a scene, and no APIs to help you create your scenes.

Thanks to this crate, you can now easily create your own scenes, containing whatever you want, by exporting a custom selection of things from any Bevy app!

Scene Export

You can create Bevy DynamicScenes that include whatever exact selection of entities and components you want!

The selections can be done with a syntax similar to Bevy Queries.

This create will then copy the relevant data, based on your selections, from your World, and create a scene from it!

There are two "modes" for component selection:

  • "all components": when you just select entities, without specifying components. When generating the scene, each entity will be scanned to autodetect all compatible components and include them in the scene
  • "explicit component list": you specify exactly what components to include (they may be required or optional), and only those will be exported (incompatible types will be skipped)
// quick: make a scene with all entities that match a given query filter
// (all components will be included)
let my_scene = scene_from_query_filter::<(
)>(&mut world);

// quick: same thing, but only with specific components
let my_scene = scene_from_query_components::<
    // the components to include
    // (require A and B, only select entities that have them)
    // (C is optional, include it if it is present)
    (&ComponentA, &ComponentB, Option<&ComponentC>),
    // additional filter, to select only specific entities
    (With<IWantInMyScene>, Without<DevOnlyDoNotExport>),
>(&mut world);

If you want more flexibility, you can use SceneBuilder, which lets you accumulate multiple selections incrementally, and then create a scene with everything you added. The component selection can be controlled with per-entity granularity.

let mut builder = SceneBuilder::new(&mut world);

// include entities using query filter:
// all entities with `GameItem`
// all of their components will be included

// only specific components for these entities
    // the components to select
    (&Transform, &Health, &BaseStats, Option<&SpecialAbility>),
    // query filter to select entities
    Or<(With<Player>, With<Enemy>)>

// also add some special entities
builder.add_entities(&[magic1, magic2, magic3]);

// we can ignore some components;
// they will never be implicitly included, unless they were
// explicitly selected for specific entities
builder.ignore_components::<(&GlobalTransform, &ComputedVisibility)>();

// now that we have selected everything, make a scene from it!
let my_scene = builder.build_scene();

Exporting to scene asset files

The above examples will create a DynamicScene instance. However, if you are simply interested in creating asset files, there are convenience methods for exporting directly to a Bevy Scene RON Asset file:

// the standalone (simple) functions:

// like `scene_from_query_components`, but takes a file path
scene_file_from_query_components::</**/>(world, "my_scene.scn.ron")
    .expect("Scene file output failed");

// like `scene_from_query_filter`, but takes a file path
scene_file_from_query_filter::</**/>(world, "my_scene2.scn.ron")
    .expect("Scene file output failed");

// for `SceneBuilder`:
let mut builder = SceneBuilder::new(world);
// ... add stuff ...
// instead of `.build_scene()`:
    .expect("Scene file output failed");

All of the above methods also return the DynamicScene in the Ok result, if the export was successful, in case you also want to do anything else with the generated scene.

If you prefer not to use the convenience file export methods, you can output to a scene asset file manually like this:

// create the scene, using any of the methods shown before
let my_scene = /* ... */;
// need the type registry
let type_registry = world.resource::<TypeRegistry>();
// output the contents as a String
let data = my_scene.serialize_ron(type_registry)
    .expect("Scene serialization failed");
// create a scene file (ending in `.scn.ron`)
std::fs::write("file.scn.ron", &data)
    .expect("Writing to file failed");

Directly using a generated scene

If you want to generate a scene and use it straight away, without exporting/loading asset files, here is how.

To use the generated scene in your app, it needs to be added to the app's assets (the Assets<DynamicScene> resource), to get a handle.

There are convenience methods to do this for you, which return Handle<DynamicScene> instead of the bare DynamicScene.

// the standalone (simple) functions:

// like `scene_from_query_components`, but adds it to the app for you
let handle = add_scene_from_query_components::</**/>(world);

// like `scene_from_query_filter`, but adds it to the app for you
let handle = add_scene_from_query_filter::</**/>(world);

// for `SceneBuilder`:
let mut builder = SceneBuilder::new(world);
// … add stuff …
// instead of `.build_scene()`:
let handle = builder.build_scene_and_add();

If you want to do it manually without the helper functions:

// get the `Assets<DynamicScene>` resource:
// (if we are in an exclusive system)
let mut assets = world.resource_mut::<Assets<DynamicScene>>();
// (in a regular system, you can use `ResMut<Assets<DynamicScene>>`)

// add it
let handle = assets.add(my_scene);

Later, you can spawn your scene from anywhere.

From a regular system:

commands.spawn_bundle(DynamicSceneBundle {
    scene: handle,

With direct World access:

world.spawn().insert_bundle(DynamicSceneBundle {
    scene: handle,


Warning! You must ensure that your component types:

  • impl Reflect
  • reflect Component
  • are registered in the type registry

Otherwise, they will be silently ignored, and will be missing from your scene!

If you are serializing your scenes to asset files, you probably also want FromReflect, or otherwise you will not be able to load your scenes later!

#[derive(Component, Default, Reflect, FromReflect)]
struct MyComponent;

(note: Bevy requires either a FromWorld or a Default impl, to derive Reflect)


This is required boilerplate, for all components that you want to use with scenes! Otherwise, things will silently not work.

"Blueprints" Pattern

This is a recommendation for how to make your workflow more flexible, and get the most usefulness out of Bevy scenes.

There are many component types in Bevy that represent internal state computed at runtime, such as: GlobalTransform, ComputedVisibility, Interaction, etc….

Their values don't need to be persisted in scenes. You might want to omit them. This will also help your scenes be less bloated.

You might also want to omit other components of your choice, if you prefer to set them up using code, or initialize them to defaults.

let mut builder = SceneBuilder::new(world);

// add our game entities

// for our UI Nodes, only persist hierarchy + `Style`, `UiColor`, `Text`, `Button`
      (Option<&Parent>, Option<&Children>),
      (&Style, &UiColor, Option<&Text>, Option<&Button>),

// never include these components in any entity
    (&GlobalTransform, &Visibility, &ComputedVisibility, &CalculatedSize)

let my_scene = builder.build_scene();

If you are creating such a "sparse" scene (we can call it "blueprint"), that only has some of the components and is missing others, you can write some code to populate the entities to "complete" their setup.

This is easily done using a system with an Added query filter. This way, you detect when such entities are spawned into the world, and you can do any additional setup on them using code.

// ensure everything with a transform has all the transform/visibility stuff
fn setup_spatial(
    mut commands: Commands,
    // detect anything that was just added and needs setup
    q_new: Query<
        (Entity, &Transform),
        (Added<Transform>, Without<GlobalTransform>)
) {
    for (e, transform) in q_new.iter() {
        commands.entity(e).insert_bundle(SpatialBundle {
            // preserve the transform

/// complete the setup of our UI
/// (btw, this could be the starting point for the development
/// of a nice automatic theming system ;) hehe)
fn setup_ui(
    mut commands: Commands,
    // detect anything that was just added and needs setup
    q_new: Query<
        (Entity, &Style, Option<&UiColor>, Option<&Text>, Option<&Button>),
        (Added<Style>, Without<Node>)
) {
    for (e, style, color, text, button) in q_new.iter() {
        if let Some(text) = text {
            commands.entity(e).insert_bundle(TextBundle {
                text: text.clone(),
                style: style.clone(),
        } else if let Some(_button) = button {
            // (`Button` is just a marker)
            commands.entity(e).insert_bundle(ButtonBundle {
                style: style.clone(),
                color: color.cloned().unwrap_or(UiColor(Color::NONE)),
        } else {
            // this is a generic ui node
            commands.entity(e).insert_bundle(NodeBundle {
                style: style.clone(),
                color: color.cloned().unwrap_or(UiColor(Color::NONE)),


~551K SLoC