Applogies, had to recreate this pr because of branching issue. Old PR: https://github.com/bevyengine/bevy/pull/3033 # Objective Fixes #3032 Allowing a user to create a transparent window ## Solution I've allowed the transparent bool to be passed to the winit window builder
		
			
				
	
	
		
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			398 lines
		
	
	
		
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			Markdown
		
	
	
	
	
	
<!-- MD024 - The Headers from the Platform-Specific Examples should be identical  -->
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<!-- markdownlint-disable-file MD024 -->
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# Examples
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These examples demonstrate the main features of Bevy and how to use them.
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To run an example, use the command `cargo run --example <Example>`, and add the option `--features x11` or `--features wayland` to force the example to run on a specific window compositor, e.g.
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```sh
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cargo run --features wayland --example hello_world
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```
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**⚠️ Note: for users of releases on crates.io!**
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There are often large differences and incompatible API changes between the latest [crates.io](https://crates.io/crates/bevy) release and the development version of Bevy in the git main branch!
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If you are using a released version of bevy, you need to make sure you are viewing the correct version of the examples!
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- Latest release: [https://github.com/bevyengine/bevy/tree/latest/examples](https://github.com/bevyengine/bevy/tree/latest/examples)
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- Specific version, such as `0.4`: [https://github.com/bevyengine/bevy/tree/v0.4.0/examples](https://github.com/bevyengine/bevy/tree/v0.4.0/examples)
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When you clone the repo locally to run the examples, use `git checkout` to get the correct version:
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```bash
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# `latest` always points to the newest release
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git checkout latest
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# or use a specific version
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git checkout v0.4.0
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```
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---
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## Table of Contents
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- [Examples](#examples)
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  - [Table of Contents](#table-of-contents)
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- [The Bare Minimum](#the-bare-minimum)
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  - [Hello, World!](#hello-world)
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- [Cross-Platform Examples](#cross-platform-examples)
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  - [2D Rendering](#2d-rendering)
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  - [3D Rendering](#3d-rendering)
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  - [Application](#application)
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  - [Assets](#assets)
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  - [Async Tasks](#async-tasks)
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  - [Audio](#audio)
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  - [Diagnostics](#diagnostics)
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  - [ECS (Entity Component System)](#ecs-entity-component-system)
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  - [Games](#games)
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  - [Input](#input)
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  - [Reflection](#reflection)
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  - [Scene](#scene)
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  - [Shaders](#shaders)
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  - [Tests](#tests)
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  - [Tools](#tools)
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  - [UI (User Interface)](#ui-user-interface)
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  - [Window](#window)
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- [Platform-Specific Examples](#platform-specific-examples)
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  - [Android](#android)
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    - [Setup](#setup)
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    - [Build & Run](#build--run)
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    - [Old phones](#old-phones)
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  - [iOS](#ios)
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    - [Setup](#setup-1)
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    - [Build & Run](#build--run-1)
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  - [WASM](#wasm)
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    - [Setup](#setup-2)
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    - [Build & Run](#build--run-2)
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# The Bare Minimum
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<!-- MD026 - Hello, World! looks better with the ! -->
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<!-- markdownlint-disable-next-line MD026 -->
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## Hello, World!
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Example | File | Description
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--- | --- | ---
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`hello_world` | [`hello_world.rs`](./hello_world.rs) | Runs a minimal example that outputs "hello world"
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# Cross-Platform Examples
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## 2D Rendering
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Example | File | Description
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--- | --- | ---
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`contributors` | [`2d/contributors.rs`](./2d/contributors.rs) | Displays each contributor as a bouncy bevy-ball!
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`many_sprites` | [`2d/many_sprites.rs`](./2d/many_sprites.rs) | Displays many sprites in a grid arragement! Used for performance testing.
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`mesh` | [`2d/mesh.rs`](./2d/mesh.rs) | Renders a custom mesh
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`pipelined_texture_atlas` | [`2d/pipelined_texture_atlas.rs`](./2d/pipelined_texture_atlas.rs) | Generates a texture atlas (sprite sheet) from individual sprites
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`sprite` | [`2d/sprite.rs`](./2d/sprite.rs) | Renders a sprite
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`sprite_sheet` | [`2d/sprite_sheet.rs`](./2d/sprite_sheet.rs) | Renders an animated sprite
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`text2d` | [`2d/text2d.rs`](./2d/text2d.rs) | Generates text in 2d
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`sprite_flipping` | [`2d/sprite_flipping.rs`](./2d/sprite_flipping.rs) | Renders a sprite flipped along an axis
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`texture_atlas` | [`2d/texture_atlas.rs`](./2d/texture_atlas.rs) | Generates a texture atlas (sprite sheet) from individual sprites
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## 3D Rendering
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Example | File | Description
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--- | --- | ---
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`3d_scene` | [`3d/3d_scene.rs`](./3d/3d_scene.rs) | Simple 3D scene with basic shapes and lighting
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`3d_scene_pipelined` | [`3d/3d_scene_pipelined.rs`](./3d/3d_scene_pipelined.rs) | Simple 3D scene with basic shapes and lighting
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`cornell_box_pipelined` | [`3d/cornell_box_pipelined.rs`](./3d/cornell_box_pipelined.rs) | Re-production of the cornell box
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`load_gltf` | [`3d/load_gltf.rs`](./3d/load_gltf.rs) | Loads and renders a gltf file as a scene
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`load_gltf_pipelined` | [`3d/load_gltf_pipelined.rs`](./3d/load_gltf_pipelined.rs) | Loads and renders a gltf file as a scene
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`many_cubes_pipelined` | [`3d/many_cubes_pipelined.rs`](./3d/many_cubes_pipelined.rs) | Simple benchmark to test per-entity draw overhead
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`msaa` | [`3d/msaa.rs`](./3d/msaa.rs) | Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges
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`msaa_pipelined` | [`3d/msaa_pipelined.rs`](./3d/msaa_pipelined.rs) | Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges
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`orthographic` | [`3d/orthographic.rs`](./3d/orthographic.rs) | Shows how to create a 3D orthographic view (for isometric-look games or CAD applications)
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`orthographic_pipelined` | [`3d/orthographic_pipelined.rs`](./3d/orthographic_pipelined.rs) | Shows how to create a 3D orthographic view (for isometric-look games or CAD applications)
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`parenting` | [`3d/parenting.rs`](./3d/parenting.rs) | Demonstrates parent->child relationships and relative transformations
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`pbr` | [`3d/pbr.rs`](./3d/pbr.rs) | Demonstrates use of Physically Based Rendering (PBR) properties
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`pbr_pipelined` | [`3d/pbr_pipelined.rs`](./3d/pbr_pipelined.rs) | Demonstrates use of Physically Based Rendering (PBR) properties
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`render_to_texture` | [`3d/render_to_texture.rs`](./3d/render_to_texture.rs) | Shows how to render to texture
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`shadow_caster_receiver_pipelined` | [`3d/shadow_caster_receiver_pipelined.rs`](./3d/shadow_caster_receiver_pipelined.rs) | Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene
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`shadow_biases_pipelined` | [`3d/shadow_biases_pipelined.rs`](./3d/shadow_biases_pipelined.rs) | Demonstrates how shadow biases affect shadows in a 3d scene
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`spawner` | [`3d/spawner.rs`](./3d/spawner.rs) | Renders a large number of cubes with changing position and material
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`texture` | [`3d/texture.rs`](./3d/texture.rs) | Shows configuration of texture materials
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`texture_pipelined` | [`3d/texture_pipelined.rs`](./3d/texture_pipelined.rs) | Shows configuration of texture materials
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`update_gltf_scene` | [`3d/update_gltf_scene.rs`](./3d/update_gltf_scene.rs) | Update a scene from a gltf file, either by spawning the scene as a child of another entity, or by accessing the entities of the scene
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`wireframe` | [`3d/wireframe.rs`](./3d/wireframe.rs) | Showcases wireframe rendering
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`z_sort_debug` | [`3d/z_sort_debug.rs`](./3d/z_sort_debug.rs) | Visualizes camera Z-ordering
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## Application
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Example | File | Description
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--- | --- | ---
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`custom_loop` | [`app/custom_loop.rs`](./app/custom_loop.rs) | Demonstrates how to create a custom runner (to update an app manually).
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`drag_and_drop` | [`app/drag_and_drop.rs`](./app/drag_and_drop.rs) | An example that shows how to handle drag and drop in an app.
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`empty` | [`app/empty.rs`](./app/empty.rs) | An empty application (does nothing)
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`empty_defaults` | [`app/empty_defaults.rs`](./app/empty_defaults.rs) | An empty application with default plugins
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`headless` | [`app/headless.rs`](./app/headless.rs) | An application that runs without default plugins
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`logs` | [`app/logs.rs`](./app/logs.rs) | Illustrate how to use generate log output
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`plugin` | [`app/plugin.rs`](./app/plugin.rs) | Demonstrates the creation and registration of a custom plugin
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`plugin_group` | [`app/plugin_group.rs`](./app/plugin_group.rs) | Demonstrates the creation and registration of a custom plugin group
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`return_after_run` | [`app/return_after_run.rs`](./app/return_after_run.rs) | Show how to return to main after the Bevy app has exited
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`thread_pool_resources` | [`app/thread_pool_resources.rs`](./app/thread_pool_resources.rs) | Creates and customizes the internal thread pool
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## Assets
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Example | File | Description
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--- | --- | ---
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`asset_loading` | [`asset/asset_loading.rs`](./asset/asset_loading.rs) | Demonstrates various methods to load assets
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`custom_asset` | [`asset/custom_asset.rs`](./asset/custom_asset.rs) | Implements a custom asset loader
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`custom_asset_io` | [`asset/custom_asset_io.rs`](./asset/custom_asset_io.rs) | Implements a custom asset io loader
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`hot_asset_reloading` | [`asset/hot_asset_reloading.rs`](./asset/hot_asset_reloading.rs) | Demonstrates automatic reloading of assets when modified on disk
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## Async Tasks
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Example | File | Description
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--- | --- | ---
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`async_compute` | [`async_tasks/async_compute.rs`](async_tasks/async_compute.rs) | How to use `AsyncComputeTaskPool` to complete longer running tasks
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## Audio
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Example | File | Description
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--- | --- | ---
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`audio` | [`audio/audio.rs`](./audio/audio.rs) | Shows how to load and play an audio file
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## Diagnostics
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Example | File | Description
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--- | --- | ---
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`custom_diagnostic` | [`diagnostics/custom_diagnostic.rs`](./diagnostics/custom_diagnostic.rs) | Shows how to create a custom diagnostic
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`log_diagnostics` | [`diagnostics/log_diagnostics.rs`](./diagnostics/log_diagnostics.rs) | Add a plugin that logs diagnostics, like frames per second (FPS), to the console
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## ECS (Entity Component System)
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Example | File | Description
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--- | --- | ---
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`ecs_guide` | [`ecs/ecs_guide.rs`](./ecs/ecs_guide.rs) | Full guide to Bevy's ECS
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`component_change_detection` | [`ecs/component_change_detection.rs`](./ecs/component_change_detection.rs) | Change detection on components
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`event` | [`ecs/event.rs`](./ecs/event.rs) | Illustrates event creation, activation, and reception
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`fixed_timestep` | [`ecs/fixed_timestep.rs`](./ecs/fixed_timestep.rs) | Shows how to create systems that run every fixed timestep, rather than every tick
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`hierarchy` | [`ecs/hierarchy.rs`](./ecs/hierarchy.rs) | Creates a hierarchy of parents and children entities
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`iter_combinations` | [`ecs/iter_combinations.rs`](./ecs/iter_combinations.rs) | Shows how to iterate over combinations of query results.
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`parallel_query` | [`ecs/parallel_query.rs`](./ecs/parallel_query.rs) | Illustrates parallel queries with `ParallelIterator`
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`removal_detection` | [`ecs/removal_detection.rs`](./ecs/removal_detection.rs) | Query for entities that had a specific component removed in a previous stage during the current frame.
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`startup_system` | [`ecs/startup_system.rs`](./ecs/startup_system.rs) | Demonstrates a startup system (one that runs once when the app starts up)
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`state` | [`ecs/state.rs`](./ecs/state.rs) | Illustrates how to use States to control transitioning from a Menu state to an InGame state
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`system_chaining` | [`ecs/system_chaining.rs`](./ecs/system_chaining.rs) | Chain two systems together, specifying a return type in a system (such as `Result`)
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`system_param` | [`ecs/system_param.rs`](./ecs/system_param.rs) | Illustrates creating custom system parameters with `SystemParam`
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`system_sets` | [`ecs/system_sets.rs`](./ecs/system_sets.rs) | Shows `SystemSet` use along with run criterion
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`timers` | [`ecs/timers.rs`](./ecs/timers.rs) | Illustrates ticking `Timer` resources inside systems and handling their state
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## Games
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Example | File | Description
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--- | --- | ---
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`alien_cake_addict` | [`game/alien_cake_addict.rs`](./game/alien_cake_addict.rs) | Eat the cakes. Eat them all. An example 3D game
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`breakout` | [`game/breakout.rs`](./game/breakout.rs) | An implementation of the classic game "Breakout"
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## Input
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Example | File | Description
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--- | --- | ---
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`char_input_events` | [`input/char_input_events.rs`](./input/char_input_events.rs) | Prints out all chars as they are inputted.
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`gamepad_input` | [`input/gamepad_input.rs`](./input/gamepad_input.rs) | Shows handling of gamepad input, connections, and disconnections
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`gamepad_input_events` | [`input/gamepad_input_events.rs`](./input/gamepad_input_events.rs) | Iterates and prints gamepad input and connection events
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`keyboard_input` | [`input/keyboard_input.rs`](./input/keyboard_input.rs) | Demonstrates handling a key press/release
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`keyboard_input_events` | [`input/keyboard_input_events.rs`](./input/keyboard_input_events.rs) | Prints out all keyboard events
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`keyboard_modifiers` | [`input/keyboard_modifiers.rs`](./input/keyboard_modifiers.rs) | Demonstrates using key modifiers (ctrl, shift)
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`mouse_input` | [`input/mouse_input.rs`](./input/mouse_input.rs) | Demonstrates handling a mouse button press/release
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`mouse_input_events` | [`input/mouse_input_events.rs`](./input/mouse_input_events.rs) | Prints out all mouse events (buttons, movement, etc.)
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`touch_input` | [`input/touch_input.rs`](./input/touch_input.rs) | Displays touch presses, releases, and cancels
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`touch_input_events` | [`input/touch_input_events.rs`](./input/touch_input_events.rs) | Prints out all touch inputs
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## Reflection
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Example | File | Description
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--- | --- | ---
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`reflection` | [`reflection/reflection.rs`](./reflection/reflection.rs) | Demonstrates how reflection in Bevy provides a way to dynamically interact with Rust types
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`generic_reflection` | [`reflection/generic_reflection.rs`](./reflection/generic_reflection.rs) | Registers concrete instances of generic types that may be used with reflection
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`reflection_types` | [`reflection/reflection_types.rs`](./reflection/reflection_types.rs) | Illustrates the various reflection types available
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`trait_reflection` | [`reflection/trait_reflection.rs`](./reflection/trait_reflection.rs) | Allows reflection with trait objects
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## Scene
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Example | File | Description
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--- | --- | ---
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`scene` | [`scene/scene.rs`](./scene/scene.rs) | Demonstrates loading from and saving scenes to files
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## Shaders
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Example | File | Description
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--- | --- | ---
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`animate_shader` | [`shader/animate_shader.rs`](./shader/animate_shader.rs) | Shows how to animate a shader by accessing a time uniform variable
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`array_texture` | [`shader/array_texture.rs`](./shader/array_texture.rs) | Illustrates how to create a texture for use with a texture2DArray shader uniform variable
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`custom_shader_pipelined` | [`shader/custom_shader_pipelined.rs`](./shader/custom_shader_pipelined.rs) | Illustrates how to create custom shaders
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`hot_shader_reloading` | [`shader/hot_shader_reloading.rs`](./shader/hot_shader_reloading.rs) | Illustrates how to load shaders such that they can be edited while the example is still running
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`mesh_custom_attribute` | [`shader/mesh_custom_attribute.rs`](./shader/mesh_custom_attribute.rs) | Illustrates how to add a custom attribute to a mesh and use it in a custom shader
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`shader_custom_material` | [`shader/shader_custom_material.rs`](./shader/shader_custom_material.rs) | Illustrates creating a custom material and a shader that uses it
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`shader_defs` | [`shader/shader_defs.rs`](./shader/shader_defs.rs) | Demonstrates creating a custom material that uses "shaders defs" (a tool to selectively toggle parts of a shader)
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`shader_defs_pipelined` | [`shader/shader_defs_pipelined.rs`](./shader/shader_defs_pipelined.rs) | Demonstrates creating a custom material that uses "shaders defs" (a tool to selectively toggle parts of a shader)
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## Tests
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Example | File | Description
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--- | --- | ---
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`how_to_test_systems` | [`../tests/how_to_test_systems.rs`](../tests/how_to_test_systems.rs) | How to test systems with commands, queries or resources
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## Tools
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Example | File | Description
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--- | --- | ---
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`bevymark` | [`tools/bevymark.rs`](./tools/bevymark.rs) | A heavy workload to benchmark your system with Bevy
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`bevymark_pipelined` | [`tools/bevymark_pipelined.rs`](./tools/bevymark_pipelined.rs) | A heavy workload to benchmark your system with Bevy
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## UI (User Interface)
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Example | File | Description
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--- | --- | ---
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`button` | [`ui/button.rs`](./ui/button.rs) | Illustrates creating and updating a button
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`font_atlas_debug` | [`ui/font_atlas_debug.rs`](./ui/font_atlas_debug.rs) | Illustrates how FontAtlases are populated (used to optimize text rendering internally)
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`text` | [`ui/text.rs`](./ui/text.rs) | Illustrates creating and updating text
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`text_debug` | [`ui/text_debug.rs`](./ui/text_debug.rs) | An example for debugging text layout
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`ui` | [`ui/ui.rs`](./ui/ui.rs) | Illustrates various features of Bevy UI
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## Window
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Example | File | Description
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--- | --- | ---
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`clear_color` | [`window/clear_color.rs`](./window/clear_color.rs) | Creates a solid color window
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`clear_color_pipelined` | [`window/clear_color_pipelined.rs`](./window/clear_color_pipelined.rs) | Creates a solid color window with the pipelined renderer
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`multiple_windows` | [`window/multiple_windows.rs`](./window/multiple_windows.rs) | Creates two windows and cameras viewing the same mesh
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`scale_factor_override` | [`window/scale_factor_override.rs`](./window/scale_factor_override.rs) | Illustrates how to customize the default window settings
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`transparent_window` | [`window/transparent_window.rs`](./window/transparent_window.rs) | Illustrates making the window transparent and hiding the window decoration
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`window_settings` | [`window/window_settings.rs`](./window/window_settings.rs) | Demonstrates customizing default window settings
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# Platform-Specific Examples
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## Android
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### Setup
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```sh
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rustup target add aarch64-linux-android armv7-linux-androideabi
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cargo install cargo-apk
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```
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 | 
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The Android SDK must be installed, and the environment variable `ANDROID_SDK_ROOT` set to the root Android `sdk` folder.
 | 
						|
 | 
						|
When using `NDK (Side by side)`, the environment variable `ANDROID_NDK_ROOT` must also be set to one of the NDKs in `sdk\ndk\[NDK number]`.
 | 
						|
 | 
						|
### Build & Run
 | 
						|
 | 
						|
To run on a device setup for Android development, run:
 | 
						|
 | 
						|
```sh
 | 
						|
cargo apk run --example android
 | 
						|
```
 | 
						|
 | 
						|
:warning: At this time Bevy does not work in Android Emulator.
 | 
						|
 | 
						|
When using Bevy as a library, the following fields must be added to `Cargo.toml`:
 | 
						|
 | 
						|
```toml
 | 
						|
[package.metadata.android]
 | 
						|
build_targets = ["aarch64-linux-android", "armv7-linux-androideabi"]
 | 
						|
target_sdk_version = 29
 | 
						|
min_sdk_version = 16
 | 
						|
```
 | 
						|
 | 
						|
Please reference `cargo-apk` [README](https://crates.io/crates/cargo-apk) for other Android Manifest fields.
 | 
						|
 | 
						|
### Old phones
 | 
						|
 | 
						|
Bevy by default targets Android API level 29 in its examples which is the <!-- markdown-link-check-disable -->
 | 
						|
[Play Store's minimum API to upload or update apps](https://developer.android.com/distribute/best-practices/develop/target-sdk). <!-- markdown-link-check-enable -->
 | 
						|
Users of older phones may want to use an older API when testing.
 | 
						|
 | 
						|
To use a different API, the following fields must be updated in Cargo.toml:
 | 
						|
 | 
						|
```toml
 | 
						|
[package.metadata.android]
 | 
						|
target_sdk_version = >>API<<
 | 
						|
min_sdk_version = >>API or less<<
 | 
						|
```
 | 
						|
 | 
						|
Example | File | Description
 | 
						|
--- | --- | ---
 | 
						|
`android` | [`android/android.rs`](./android/android.rs) | The `3d/3d_scene.rs` example for Android
 | 
						|
 | 
						|
## iOS
 | 
						|
 | 
						|
### Setup
 | 
						|
 | 
						|
You need to install the correct rust targets:
 | 
						|
 | 
						|
- `aarch64-apple-ios`: iOS devices
 | 
						|
- `x86_64-apple-ios`: iOS simulator on x86 processors
 | 
						|
- `aarch64-apple-ios-sim`: iOS simulator on Apple processors
 | 
						|
 | 
						|
```sh
 | 
						|
rustup target add aarch64-apple-ios x86_64-apple-ios aarch64-apple-ios-sim
 | 
						|
```
 | 
						|
 | 
						|
### Build & Run
 | 
						|
 | 
						|
Using bash:
 | 
						|
 | 
						|
```sh
 | 
						|
cd examples/ios
 | 
						|
make run
 | 
						|
```
 | 
						|
 | 
						|
In an ideal world, this will boot up, install and run the app for the first
 | 
						|
iOS simulator in your `xcrun simctl devices list`. If this fails, you can
 | 
						|
specify the simulator device UUID via:
 | 
						|
 | 
						|
```sh
 | 
						|
DEVICE_ID=${YOUR_DEVICE_ID} make run
 | 
						|
```
 | 
						|
 | 
						|
If you'd like to see xcode do stuff, you can run
 | 
						|
 | 
						|
```sh
 | 
						|
open bevy_ios_example.xcodeproj/
 | 
						|
```
 | 
						|
 | 
						|
which will open xcode. You then must push the zoom zoom play button and wait
 | 
						|
for the magic.
 | 
						|
 | 
						|
Example | File | Description
 | 
						|
--- | --- | ---
 | 
						|
`ios` | [`ios/src/lib.rs`](./ios/src/lib.rs) | The `3d/3d_scene.rs` example for iOS
 | 
						|
 | 
						|
## WASM
 | 
						|
 | 
						|
### Setup
 | 
						|
 | 
						|
```sh
 | 
						|
rustup target add wasm32-unknown-unknown
 | 
						|
cargo install wasm-bindgen-cli
 | 
						|
```
 | 
						|
 | 
						|
### Build & Run
 | 
						|
 | 
						|
Following is an example for `headless_wasm`. For other examples in wasm/ directory,
 | 
						|
change the `headless_wasm` in the following commands **and edit** `examples/wasm/index.html`
 | 
						|
to point to the correct `.js` file.
 | 
						|
 | 
						|
```sh
 | 
						|
cargo build --example headless_wasm --target wasm32-unknown-unknown --no-default-features
 | 
						|
wasm-bindgen --out-dir examples/wasm/target --target web target/wasm32-unknown-unknown/debug/examples/headless_wasm.wasm
 | 
						|
```
 | 
						|
 | 
						|
Then serve `examples/wasm` dir to browser. i.e.
 | 
						|
 | 
						|
```sh
 | 
						|
basic-http-server examples/wasm
 | 
						|
```
 | 
						|
 | 
						|
Example | File | Description
 | 
						|
--- | --- | ---
 | 
						|
`hello_wasm` | [`wasm/hello_wasm.rs`](./wasm/hello_wasm.rs) | Runs a minimal example that logs "hello world" to the browser's console
 | 
						|
`assets_wasm` | [`wasm/assets_wasm.rs`](./wasm/assets_wasm.rs) | Demonstrates how to load assets from wasm
 | 
						|
`headless_wasm` | [`wasm/headless_wasm.rs`](./wasm/headless_wasm.rs) | Sets up a schedule runner and continually logs a counter to the browser's console
 | 
						|
`winit_wasm` | [`wasm/winit_wasm.rs`](./wasm/winit_wasm.rs) | Logs user input to the browser's console. Requires the `bevy_winit` features
 |