//! Shows different built-in plugins that logs diagnostics, like frames per second (FPS), to the console. use bevy::{ diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin}, prelude::*, }; fn main() { App::new() .add_plugins(( // The diagnostics plugins need to be added after DefaultPlugins as they use e.g. the time plugin for timestamps. DefaultPlugins, // Adds a system that prints diagnostics to the console. // The other diagnostics plugins can still be used without this if you want to use them in an ingame overlay for example. LogDiagnosticsPlugin::default(), // Adds frame time, FPS and frame count diagnostics. FrameTimeDiagnosticsPlugin::default(), // Adds an entity count diagnostic. bevy::diagnostic::EntityCountDiagnosticsPlugin, // Adds cpu and memory usage diagnostics for systems and the entire game process. bevy::diagnostic::SystemInformationDiagnosticsPlugin, // Forwards various diagnostics from the render app to the main app. // These are pretty verbose but can be useful to pinpoint performance issues. bevy_render::diagnostic::RenderDiagnosticsPlugin, )) // No rendering diagnostics are emitted unless something is drawn to the screen, // so we spawn a small scene. .add_systems(Startup, setup) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // circular base commands.spawn(( Mesh3d(meshes.add(Circle::new(4.0))), MeshMaterial3d(materials.add(Color::WHITE)), Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)), )); // cube commands.spawn(( Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))), MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))), Transform::from_xyz(0.0, 0.5, 0.0), )); // light commands.spawn(( PointLight { shadows_enabled: true, ..default() }, Transform::from_xyz(4.0, 8.0, 4.0), )); // camera commands.spawn(( Camera3d::default(), Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y), )); }