Although Bevy doesn't directly support scripting, efforts are underway to incorporate it. This crate represents an initial attempt to enable scripting within Bevy's existing framework. It's important to note that this is a work in progress and not yet optimized or complete. As Bevy evolves, significant changes to this API are anticipated.
- Update your game mechanics without the need for re-compiling
- Encapsulating game logic in scripts paves way for modders to create custom content easilly
- Scripting game logic/UI in a simpler language broadens development accessibility to non-programmers on your team
- Script management via commands
- Hot loading
- Support for multiple scripting languages
- All script bindings managed in one place (
ScriptDynamicFunctionRegistry
) - Customizable event driven communication between bevy and scripts (
on_update
,on_init
etc..) - Automatically generated bevy bindings
Documentation generationtemporarilly on hold3
The languages currently supported are as follows:
Language |
---|
Lua |
Lua51 |
Lua52 |
Lua53 |
Lua54 |
Luajit |
Luajit52 |
Luau |
Rhai |
For examples, installation and usage instructions see our shiny new book
bevy_mod_scripting | bevy |
---|---|
0.9.1 | 0.15.1 |
0.9 | 0.15.0 |
0.8 | 0.15.0 |
0.7 | 0.14 |
0.6 | 0.13.1 |
platform | is supported? |
---|---|
Windows | yes |
Linux | yes |
MacOS | yes |
WASM | no, see this issue |
Footnotes
-
the coverage does not include generated bindings. ↩
-
The crate strictly enforces no
unwrap
,expect
,panic
ortodo
's via clippy lints. ↩ -
Due to the recent re-write of the crate, documentation generation as well as rune support are temporarilly on hold. They will likely be re-implemented in the future. ↩ ↩2