Setup

I know you are itching to start making games, but we need to do a small amount of setup first.

Rust Setup #

All Bevy app and engine code is written in Rust. This means that before we begin, we need to set up our Rust development environment.

Installing Rust #

Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is "the latest stable release" of Rust.

Install Rust by following the Rust Getting Started Guide.

Once this is done, you should have the rustc compiler and the cargo build system installed in your path.

Installing OS Dependencies #

Linux #

Follow the instructions at Linux Dependencies

Windows #

  • Run the Visual Studio 2019 build tools installer
  • For easy setup, select the Desktop development with C++ workload in the installer.
  • For a minimal setup, follow these steps:
    1. In the installer, navigate to Individual components
    2. Select the latest MSVC for your architecture and version of Windows
    3. Select the latest Windows SDK for your version of Windows
    4. Select the C++ CMake tools for Windows component
    5. Install the components

MacOS #

Install the Xcode command line tools with xcode-select --install or the Xcode app

Code Editor / IDE #

You can use any code editor you want, but we highly recommend one that has a rust-analyzer plugin. It's still in development, but it already provides top-tier autocomplete and code intelligence. Visual Studio Code has an officially supported rust-analyzer extension.

Rust Learning Resources #

The goal of this guide is to get started learning Bevy quickly, so it won't serve as a full Rust education. If you would like to learn more about the Rust language, check out the following resources:

  • The Rust Book: the best place to learn Rust from scratch
  • Rust by Example: learn Rust by working through live coding examples
  • Rustlings: learn Rust through a series of fun and interactive exercises

Create a new Bevy Project #

Now we are ready to set up a Bevy project! Bevy is just a normal Rust dependency. You can either add it to an existing Rust project or create a new one. For completeness we will assume you are starting from scratch.

Create a new Rust executable project #

First, navigate to a folder where you want to create your new project. Then, run the following command to create a new folder containing our rust executable project:

cargo new my_bevy_game
cd my_bevy_game

Now run cargo run to build and run your project. You should see Hello, world! printed to your terminal. Open the my_bevy_game folder in your code editor of choice and take some time to look through the files.

main.rs is the entry point of your program:

fn main() {
    println!("Hello, world!");
}

Cargo.toml is your "project file". It contains metadata about your project such as its name, dependencies, and build configuration.

[package]
name = "my_bevy_game"
version = "0.1.0"
edition = "2021"

[dependencies]

Add Bevy as a dependency #

Bevy is available as a library on crates.io, the official Rust package repository.

The easiest way to add it to your project is to use cargo add:

cargo add bevy

Alternatively, you can manually add it to your project's Cargo.toml like this:

[package]
name = "my_bevy_game"
version = "0.1.0"
edition = "2021" # this needs to be 2021, or you need to set "resolver=2"

[dependencies]
bevy = "0.13" # make sure this is the latest version

Make sure to use the latest bevy crate version (Crates.io).

Cargo Workspaces #

If you are using Cargo Workspaces, you will also need to add the resolver to your Cargo.toml file in the root directory:

[workspace]
resolver = "2" # Important! wgpu/Bevy needs this!

Compile with Performance Optimizations #

While it may not be an issue for simple projects, debug builds in Rust can be very slow - especially when you start using Bevy to make real games.

It's not uncommon for debug builds using the default configuration to take multiple minutes to load large 3D models, or for the framerate for simple scenes to drop to near-unplayable levels.

Fortunately, there is a simple fix, and we don't have to give up our fast iterative compiles! Add the following to your Cargo.toml:

# Enable a small amount of optimization in debug mode
[profile.dev]
opt-level = 1

# Enable high optimizations for dependencies (incl. Bevy), but not for our code:
[profile.dev.package."*"]
opt-level = 3

You might think to simply develop in release mode instead, but we recommend against this as it can worsen the development experience by slowing down recompiles and disabling helpful debug symbols and assertions.

Enable Fast Compiles (Optional) #

Bevy can be built just fine using default configuration on stable Rust. However for maximally fast iterative compiles, we recommend the following configuration:

  • Enable Bevy's Dynamic Linking Feature: This is the most impactful compilation time decrease! If bevy is a dependency, you can compile the binary with the "dynamic_linking" feature flag (enables dynamic linking). Important! On Windows you must also enable the performance optimizations or you will get a too many exported symbols error.

    cargo run --features bevy/dynamic_linking
    

    If you don't want to add the --features bevy/dynamic_linking to each run, this flag can permanently be set via Cargo.toml:

    [dependencies]
    bevy = { version = "0.13.0", features = ["dynamic_linking"] }
    

    NOTE: Remember to revert this before releasing your game! Otherwise you will need to include libbevy_dylib alongside your game if you want it to run. If you remove the "dynamic" feature, your game executable can run standalone.

  • LLD linker: The Rust compiler spends a lot of time in the "link" step. LLD is much faster at linking than the default Rust linker. To install LLD, find your OS below and run the given command:

    • Ubuntu: sudo apt-get install lld clang

    • Fedora: sudo dnf install lld clang

    • Arch: sudo pacman -S lld clang

    • Windows: Ensure you have the latest cargo-binutils as this lets commands like cargo run use the LLD linker automatically.

      cargo install -f cargo-binutils
      rustup component add llvm-tools-preview
      
    • MacOS: You can follow these instructions to install lld manually or install llvm through brew which includes lld: brew install llvm

  • Alternative - mold linker: mold is up to 5× (five times!) faster than LLD, but with a few caveats like limited platform support and occasional stability issues. To install mold, find your OS below and run the given command:

    • Ubuntu: sudo apt-get install mold clang

    • Fedora: sudo dnf install mold clang

    • Arch: sudo pacman -S mold clang

    • Windows: currently not planned for support See this tracking issue for more information.

    • MacOS: available as sold

      You will also need to add the following to your Cargo config at YOUR_WORKSPACE/.cargo/config.toml:

      [target.x86_64-unknown-linux-gnu]
      linker = "clang"
      rustflags = ["-C", "link-arg=-fuse-ld=/usr/bin/mold"]
      

      NOTE: Disabling bevy/dynamic_linking may improve the performance of this linker.

  • Nightly Rust Compiler: This gives access to the latest performance improvements and "unstable" optimizations

    Create a rust-toolchain.toml file in the root of your project, next to Cargo.toml.

    [toolchain]
    channel = "nightly"
    

    For more information, see The rustup book: Overrides.

  • Generic Sharing: Allows crates to share monomorphized generic code instead of duplicating it. In some cases this allows us to "precompile" generic code so it doesn't affect iterative compiles. This is only available on nightly Rust.

To enable fast compiles, install the nightly rust compiler and LLD. Then copy the contents of this file to YOUR_WORKSPACE/.cargo/config.toml. For the project in this guide, that would be my_bevy_game/.cargo/config.toml.

If something went wrong, check out our troubleshooting section or ask for help on our Discord.

Build Bevy #

Now run cargo run again. The Bevy dependencies should start building. This will take some time as you are essentially building an engine from scratch. You will only need to do a full rebuild once. Every build after this one will be fast!

Now that we have our Bevy project set up, we're ready to start making our first Bevy app!