bevy-inspector-egui

Inspector plugin for the bevy game engine (by jakobhellermann)

Bevy-inspector-egui Alternatives

Similar projects and alternatives to bevy-inspector-egui

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better bevy-inspector-egui alternative or higher similarity.

bevy-inspector-egui reviews and mentions

Posts with mentions or reviews of bevy-inspector-egui. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-04-21.
  • High Contrast Game Engines / Game Creator Tools?
    2 projects | /r/gamedev | 21 Apr 2023
    With egui and some bevy related plugins you can get pretty close to a game engine editor, obviously missing a lot of things: https://github.com/jakobhellermann/bevy-inspector-egui
  • Is bevy a good choice for a mainly UI based game?
    3 projects | /r/bevy | 7 Apr 2023
    Like /u/tarkin25 already mentioned "egui" can be integrated into bevy. Bevy Inspector Egui is a plugin that not only provides a helpful way to inspect different entities in the world, but also re-exports "egui" for use.
  • Bevy 0.10: data oriented game engine built in Rust
    5 projects | /r/gamedev | 6 Mar 2023
    Firstly, Bevy has an internal crate called bevy_reflect, and it can handle most of the things you would usually use reflection for. For example, https://github.com/jakobhellermann/bevy-inspector-egui exists which uses Bevy's internal reflect derive to make the values available via an egui-based UI. Changing simple values (like an f32, or a boolean) can be done at runtime, and if I remember correctly all you actually need to do is to add the plugin. Taking a look at the README https://github.com/bevyengine/bevy/tree/main/crates/bevy_reflect you can "patch" types with new values, iterate over struct fields, serialize + deserialize, and generally do stuff like that.
  • Scaling Bevy Development
    3 projects | /r/gamedev | 18 Jan 2023
    Yeah runtime editing is definitely a weakness at this point. An editor is definitely a part of our plans though! We'll likely break ground on it early this year. In the meantime https://github.com/jakobhellermann/bevy-inspector-egui provides some nice runtime editing / inspecting / editor-like tools.
  • Align tabs in bevy-inspector-egui?
    1 project | /r/bevy | 6 Jan 2023
    Here is the example
  • My bevy asteroids clone is looking good.
    1 project | /r/bevy | 4 Oct 2022
  • My First Impressions after Bevy Jam #2
    3 projects | /r/bevy | 30 Aug 2022
    Bevy-inspector-egui is a most have, I think this game would not have been possible without, abuse it,
  • Game engines for programmers
    5 projects | /r/gamedev | 10 Jun 2022
    What do you miss from scriptable objects that you don't get from a class that serializes to JSON? Global access (read only access shouldn't prevent this right)? The inspector (looks like egui can help there?
  • Why almost all Game Engines and Games are wrote on C++?
    6 projects | /r/gamedev | 11 May 2022
    There are also some super interesting experiments with hot reloading, both with code and on the fly value modification.
  • Bevy 0.7
    16 projects | /r/rust | 15 Apr 2022
    The one in bevy is nowhere near the requirements of a desktop application-level editor. I don't plan to involve bevy there at all. egui looks quite usable for low-level debug UI, though, especially with this crate.
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Basic bevy-inspector-egui repo stats
11
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8.5
6 days ago

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