This template is based on the awesome BevyFlock 2D template featuring out of the box builds for:
- Windows
- Linux
- macOS
- Web (Wasm) This template is a great way to get started if you aim to build new 3D RPG Bevy game! It is not as simple as bevy_new_2d which is aimed to an easy start. It focuses to have a rather solid structure to be able to carry the weight of big projects and uses cargo workspaces for that. It adds a bit of complexity, but for big projects it's unavoidable, and this is an example of a flat architercture. Start with a basic project and CI / CD that can deploy to itch.io. You can try this template in your browser!
Install cargo-generate and run:
cargo generate olekspickle/bevy_new_third_person
# or with bevy_cli
bevy new -t=https://github.com/olekspickle/bevy_new_third_person my_bevy_app
The best way to get started is to play around with the code you find in src/game/
.
This template comes with a basic project structure that you may find useful:
Path | Description |
---|---|
workspace | |
-src/main.rs |
|
-assets |
|
-crates |
|
- | |
- | |
- | |
- | |
- | |
- |
Feel free to move things around however you want, though.
- flat cargo workspace based project structure for game logic crates that can grow and be maintainable
- import and usage of game mechanics and parameters from .ron (config, credits) (kudos to Caudiciform)
- simple asset loading based on bevy_asset_loader with loading from path addition (kudos to Caudiciform)
- third person camera with bevy_third_person_camera
- solid keyboard & gamepad mapping to ui & game actions using bevy_enhanced_input
- simple scene with colliders and rigid bodies using avian3d
- simple player movement using bevy_tnua
- simple skybox sun cycle using bevy atmosphere example, with daynight and nimbus modes
- featuring rig and animations using Universal Animation Library from quaternius
- experimental sound with bevy_seedling based on Firewheel audio engine (which will probably replace bevy_audio), with highly experimental audio stutter fix for web
- consistent Esc back navigation in gameplay and menu via stacked modals (kudos for the idea to skyemakesgames)
- fix sound timing for sprint
- figure out rock spawn
- Crouch walk, fix bug when unable to move after crouch
- Jump with timer(tricky with tnua jump in air counter)
- fix music not starting on re-enter gameplay
- fix sound difference on spawn and unmute
- better scene: I'm thinking woods, campfire, a target practice dummies and a big rock to
climb - custom font replace example using pre-loaded font
- sky background instead of just void lol
- Movement sfx: jump, dash, sprint
- serialize and save settings
- keys rebind in settings
- implement different music states(idle, battle, movement)
- spatial audio demo: boombox emitting background music
- split screen
- vault on objects if they are reachable
- climbing
- small door/portal demo
- do not rotate player on aim(silly bug, check it out - release aim looking to the floor)
- basic fighting: punch, kick, take weapon
- bow
- rifle
We recommend using the Bevy CLI to run your game. Running your game locally is very simple:
- Use
bevy run
orcargo run
to run a native dev build. - Use this command to run a web dev build to run audio in separate thread to avoid audio stuttering:
bevy run web --headers="Cross-Origin-Opener-Policy:same-origin" --headers="Cross-Origin-Embedder-Policy:credentialless"
Running release builds
- Use `bevy run --release` to run a native release build.
- Use
bevy run --release web
to run a web release build.
Installing Linux dependencies
If you're using Linux, make sure you've installed Bevy's Linux dependencies.
Note that this template enables Wayland support, which requires additional dependencies as detailed in the link above.
Wayland is activated by using the bevy/wayland
feature in the Cargo.toml
.
(Optional) Improving compile times
.cargo/config.toml
contains documentation on how to set up your environment to improve compile times.
WARNING: if you work in a private repository, please be aware that macOS and Windows runners cost more build minutes. For public repositories the workflow runners are free!
This template uses GitHub workflows to run tests and build releases. Check the release-flow
There are some known issues in Bevy that can require arcane workarounds.
Audio in web-builds can have issues in some browsers. This seems to be a general performance issue with wasm builds in all engines, the best solution is just to artificially extend loading phase(seems to be a solution people go for in other engines)
- If you're using materials, you should force your render pipelines to load at the start of the game
- Optimize your game as much as you can to keep its FPS high.
- Apply the suggestions from the blog post Workaround for the Choppy Music in Bevy Web Builds.
- Advise your users to try a Chromium-based browser if there are still issues.
The game window is created before the GPU is ready to render everything. This means that it'll start with a white screen for a few frames. The workaround is to spawn the Window hidden and only make it visible a few frames later
Choppy character movement is often caused by movement updates being tied to the frame rate.
See the physics_in_fixed_timestep
example for how to fix this.
Choppy camera movement is almost always caused by the camera being tied too tightly to a moving target position.
You can use smooth_nudge
to make your camera smoothly approach its target position instead.
The source code in this repository is licensed under any of the following at your option:
The assets in this repository are all 3rd-party. See the see credits for more information.
bevy | bevy_new_third_person |
---|---|
0.16 | main,0.1.3 |