// 0.4 // 0.5
Systems using the old
commands: &mut Commands syntax in 0.5 will fail to compile when calling
Note: The internal
reference requires two lifetime parameters to pass Commands into a non-system function:
commands: &'a mut Commands<'b>
// 0.4 commands .spawn .with .spawn; // this sort of chaining is no longer possible let entity = commands.spawn.current_entity.unwrap; commands.despawn; // 0.5 commands .spawn .insert_bundle .insert; let entity = commands.spawn.insert_bundle.id; commands.entity.despawn;
commands.spawn() no longer accepts any parameters. To spawn bundles, use
Similarly, rather than using
with(some_component) to spawn an object with multiple components, you must now use
// 0.4 commands.spawn .with; // 0.5 commands.spawn_bundle .insert; // or... commands.spawn .insert_bundle .insert;
Removing and adding components on entities has also been changed:
// 0.4 commands.insert_one; commands.; // 0.5 commands.entity.insert; commands.entity.;
// 0.4 if timer.tick.finished timer.elapsed // returns an `f32` // 0.5 if timer.tick.finished timer.elapsed // returns a `Duration`
Most of the methods of
Duration instead of
This change allows timers to have consistent, high precision. For convenience, there is also an
elapsed_secs method that returns
f32. Otherwise, when you need an
f32, use the
as_secs_f32() method on
Duration to make the conversion.
// 0.4 // 0.5
You no longer need two system parameters to read your events. One
EventReader is sufficient.
Following the above example of using an
EventReader to read events, you can now use
EventWriter to create new ones.
// 0.4 // 0.5
This is a small change to have function names on
AppBuilder consistent with the
This bundle has been reworked to allow multiple differently-styled sections of text within a single bundle.
Text::with_section was added to simplify the common case where you're only interested in one text section.
// 0.4 TextBundle // 0.5 TextBundle
Previously, you were able to load a GLTF scene asset with only a path. Now, you must include a fragment specifying the scene you want to load. If you only have one scene in the file, it's
// 0.4 asset_server.load; // 0.5 asset_server.load;
States are now registered with
AppBuilder::add_state, which creates
State resource and registers a "driver" system that takes the
StateStage. States are registered using
IMPORTANT: if you stop registering the
StateStage but don't
register the driver (using
0.5 will enter an infinite loop, causing your application to "lock up".
// 0.4 app.insert_resource .add_stage_after .on_state_enter .on_state_update .on_state_exit; // 0.5 app.add_state .add_system_set .add_system_set .add_system_set;
It is still possible to register the driver manually using
State::get_driver, but this is not normally required.
This change was made to allow for more flexiblity and more consistent behavior with change detection for components.
// 0.4 // 0.5
Camera3dBundle is now known as
Camera2dBundle is now known as
OrthographicCameraBundle does not implement
Default, so to change its transform at spawn while keeping everything else the same, consider something like the following:
let mut camera = new_2d; camera.transform = from_translation; commands.spawn_bundle;
RasterizationStateDescriptor no longer exists. Much of its functionality has been moved to other fields on
cull_mode, for example, is now found in the
primitive: PrimitiveState field.
Buffers of type
Vec<Color> can no longer be uploaded to the GPU directly due to limitations with
RenderResources and the new
Byteable requirement. Consider using a
Vec<Vec4> instead, and inserting colors with
ViewProj matrix is now set via the name
CameraViewProj rather than
Camera. If you don't update this, bevy will fail silently and you won't be able to see anything!
// 0.4 layout uniform Camera // 0.5 layout uniform CameraViewProj
PrintDiagnosticsPlugin is now
The parallel system executor has been redesigned. Systems that had implicit orderings might no longer run in the same order. For more detail on the new behavior, see the release notes.