bevy-rendering
Skill29 starsChanged 11 days agoMITView on GitHub
Use when choosing Bevy 0.20's built-in renderer versus an API-only, headless, or external renderer; selecting forward or deferred PBR; writing render systems in `Core3d`/`Core3dSystems`; porting naga_oil shaders to WESL; opting into `ScreenSpaceTransmission` or `Tonemapping::Linear`; configuring 2D/3D render Cargo features; or deciding how physics crates such as `bevy_rapier3d` relate to rendering.
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- Common
- Distinctive
- Very specific
- Distinctive: line 14
Start with Bevy's built-in wgpu renderer unless a measured constraint requires a custom path.
- Very specific: line 29
Do not replace the renderer because a physics crate is present.
- Distinctive: line 121
Use these escalation levels:
- Very specific: line 188
Run python3 scripts/audit_renderer_features.py path/to/Cargo.toml to catch common profile and Rapier/debug-render mismatches.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
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Bevy 0.20 — rendering choices
Start with Bevy's built-in wgpu renderer unless a measured constraint requires a custom path. Renderer replacement changes asset preparation, visibility, cameras, materials, platform integration, and debugging—not just one plugin.
First classify the need
| Need | Path |
| Ordinary 2D/3D game, editor, or visualization | Built-in 2d / 3d profile |
| Custom shaders or a special pass | Extend built-in rendering |
| Many dynamic lights on desktop-class GPUs | Consider deferred opaque rendering |
| Server simulation with no pixels | Headless MinimalPlugins profile |
| Existing proprietary/embedded renderer | 2d_api / 3d_api plus an explicit bridge |
| Physics, collision, character motion | bevy-physics; this does not select a renderer |
Do not replace the renderer because a physics crate is present.
bevy_rapier3d computes rigid-body simulation and queries. Its optional debug drawing
uses Bevy rendering, but Rapier is not a renderer.
Built-in renderer
[dependencies]
bevy = { version = "0.20", default-features = false, features = ["3d", "ui"] }use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.7, 0.9))),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 2.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn(DirectionalLight::default());
}3d is a complete profile. 3d_bevy_render is the lower-level collection that
selects Bevy's renderer; 3d_api supplies world-side 3D types without a renderer.
Profiles only trim dependencies when default-features = false.
Camera opt-ins that changed in 0.20
use bevy::{pbr::ScreenSpaceTransmission, prelude::*, render::view::Tonemapping};
fn spawn_camera(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
// 0.20: no longer required by Camera3d; add it for transmissive materials.
ScreenSpaceTransmission::default(),
// 0.20: `None` is a raw passthrough; `Linear` keeps grading/dither/clamp.
Tonemapping::Linear,
));
}Forward versus deferred
Forward is the default opaque method. Prefer it for broad platform coverage, MSAA, lower bandwidth, fewer lights, and material flexibility. Deferred moves opaque material data into a G-buffer and can reduce repeated geometry work with many lights, but uses more bandwidth and does not support MSAA.
use bevy::{
core_pipeline::prepass::{DeferredPrepass, DepthPrepass},
pbr::DefaultOpaqueRendererMethod,
prelude::*,
};
fn enable_deferred(app: &mut App) {
app.insert_resource(DefaultOpaqueRendererMethod::deferred());
}
fn spawn_deferred_camera(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
Msaa::Off,
DepthPrepass,
DeferredPrepass,
));
}This choice applies to opaque rendering. Transparent materials still need their appropriate forward/transparent path. Benchmark representative content on minimum spec hardware rather than selecting from light count alone.
Extend before replacing
Use these escalation levels:
StandardMaterialproperties and camera/post-process components.Material,Material2d,MaterialExtension, or (new in 0.20)MaterialExtension2dfor sprite shaders. Shaders are WESL (.wesl).- A render-world extraction/prepare/queue pipeline (
#[extract_app(RenderApp)]). - A render system in
Core2d/Core3dfor a custom pass. - A fully external renderer only when the earlier levels cannot meet the constraint.
Camera render-graph nodes were removed in 0.19. Passes are systems using ViewQuery
and RenderContext, ordered against system functions or Core3dSystems sets. The
schedule bevy::render::renderer::RenderGraph remains for non-camera work.
Headless or external rendering
# Simulation/server: no render stack.
bevy = { version = "0.20", default-features = false, features = [
"default_app", "multi_threaded", "serialize"
] }
# External renderer that consumes Bevy's world-side 3D types.
# bevy = { version = "0.20", default-features = false, features = [
# "default_app", "3d_api"
# ] }An external bridge must define ownership and synchronization for transforms, meshes, materials, cameras, visibility, asset lifetime, GPU uploads, window/surface events, and frame pacing. Keep renderer-specific handles in dedicated components; do not leak them into gameplay components.
Rapier integration boundary
bevy_rapier3d 0.37 matches Bevy 0.20. Rapier defaults to PostUpdate with a
variable timestep; tick-coupled games move it to FixedUpdate. One authoritative
transform policy per entity; see the physics boundary.
Gotchas: 0.19 → 0.20
- WESL replaces naga_oil.
#import bevy_pbr::mesh_view_bindingsbecomesimport bevy_pbr::render::mesh_view_bindings;(semicolon, first in file).#ifdef X→@if(X),#{DEF}→constants::DEF,#define_import_pathis gone. Rename custom files.wgsl→.wesl; plain WGSL without directives still loads. Theshader_format_weslfeature is gone (always on); GLSL support was removed. ScreenSpaceTransmissionis opt-in. 0.19Camera3drequired it; 0.20 scenes with transmissive materials render differently until you add it to the camera.Tonemapping::Noneis a full passthrough (no grading, dither, or clamp). Stale output that usedNoneto disable the curve now wantsTonemapping::Linear.Tonemapping/DebandDitherreflected paths moved tobevy_render::view.- Weak ordering.
Render,RenderGraph,Core2d/Core3d, andExtractSchedulesets now usechain_weak. A custom system that depended on an earlier set via a channel, atomic, or interior mutability must add an explicit.after(system). - Extraction is generic over worlds. Hand-written impls become
impl SyncComponent<RenderApp>; derives need#[extract_app(RenderApp)];extract()lives inbevy_extract. Depth/bind-group/buffer renames: see render systems. Spriterenders throughMesh2d+SpriteMeshMaterialand gainedalpha_mode; overlapping sprites need explicit Z.RenderDebugOverlayPluginships inDefaultPluginsunder thedevfeature (bevy_dev_tools+render_dev_tools), off untilRenderDebugOverlayKeybindings { enable_keybindings: true, .. }(F1/F2).- Rapier:
bevy_rapier3d 0.36is Bevy 0.19; use0.37. ItsheadlessCargo feature was removed;default-features = false+dim3is the headless profile.
Audit and references
Run python3 scripts/audit_renderer_features.py path/to/Cargo.toml to catch common
profile and Rapier/debug-render mismatches.
- Renderer decision guide
- Bevy 0.20 render systems
- Physics versus rendering
bevy-migration-0-19-to-0-20bevy-cargo-featuresbevy-pbr-materialsbevy-physicsbevy-diagnostics-profilingbevy-vfxbevy-wasm-webgpu
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