A flexible set of plugins that add picking functionality to your bevy
app. Want to drag a UI
entity and drop it onto a 3D mesh entity? This plugin allows you to add event listeners to any
entity, and works with mouse, touch, or even gamepads.
- Lightweight: only compile what you need.
- Expressive: event listener components
On::<Pointer<Click>>::run(my_system)
. - Input Agnostic: control pointers with mouse, pen, touch, or custom bevy systems.
- Modular Backends: mix and match backends like
rapier
,egui
,bevy_ui
, or write your own.
Only compile what you use. All non-critical plugins can be disabled, including highlighting,
selection, and any backends not in use. The crate uses no external dependencies unless you need it
for a backend, e.g. egui
or rapier
.
The On::<Pointer<E>>
event listener component makes it easy to react to pointer interactions like
Click
, Over
, and Drag
. Events bubble up the entity hierarchy starting from their target
looking for event listeners, and running any listener's callbacks. These callbacks are normal bevy
systems, though a number of helpers are provided to reduce boilerplate:
commands.spawn((
PbrBundle { /* ... */ },
// These callbacks are run when this entity or its children are interacted with.
On::<Pointer<Move>>::run(change_hue_with_vertical_move),
// Rotate an entity when dragged:
On::<Pointer<Drag>>::target_component_mut::<Transform>(|drag, transform| {
transform.rotate_local_y(drag.delta.x / 50.0)
}),
// Despawn an entity when clicked:
On::<Pointer<Click>>::target_commands_mut(|_click, target_commands| {
target_commands.despawn();
}),
// Send an event when the pointer is pressed over this entity:
On::<Pointer<Down>>::send_event::<DoSomethingComplex>(),
));
Pointers can be controlled with anything, whether its the included mouse or touch inputs, or a custom gamepad input system you write yourself.
Picking backends run hit tests to determine if a pointer is over any entities. This plugin provides
an extremely simple API to write your own backend in
about 100 lines of code; it also includes half a dozen backends out of the box. These include
rapier
, egui
, and bevy_ui
, among others. Multiple backends can be used at the same time!
You can have a simple rect hit test backend for your UI, a GPU picking shader for your 3D scene, and this plugin will handle sorting hits and generating events.
In addition to these features, this plugin also correctly handles multitouch, multiple windows, and multiple layered render passes.
Making objects pickable is pretty straightforward. In the most minimal cases, it's as simple as:
use bevy::prelude::*;
use bevy_mod_picking::prelude::*;
fn setup(
mut commands: Commands,
app: &mut App,
) {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(DefaultPickingPlugins);
commands.spawn((
PbrBundle::default(), // The `bevy_picking_raycast` backend works with meshes
PickableBundle::default(), // Makes the entity pickable
RaycastPickTarget::default() // Marker for the `bevy_picking_raycast` backend
));
commands.spawn((
Camera3dBundle::default(),
RaycastPickCamera::default(), // Enable picking with this camera
));
}
To learn more, read the docs and take a look at the examples in the /examples
directory. The event_listener
example is a great place to start.
I intend to track the main
branch of Bevy. PRs supporting this are welcome!
bevy | bevy_mod_picking |
---|---|
0.11 | 0.15 |
0.10 | 0.12, 0.13, 0.14 |
0.9 | 0.10, 0.11 |
0.8 | 0.8, 0.9 |
0.7 | 0.6, 0.7 |
0.6 | 0.5 |
0.5 | 0.4 |
0.4 | 0.3 |
0.3 | 0.2 |
All code in this repository is dual-licensed under either:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
at your option. This means you can select the license you prefer.
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.