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Bevy-native World Inspector #15636

@viridia

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@viridia

I've put together a very rough prototype for an entity/world inspector:

Image

There is currently an egui-based world inspector crate, but what I'd like to see is an officially-supported world inspector that ships as part of Bevy that can be enabled via a plugin.

My purpose in filing this ticket is to start a discussion and gather feedback about:

  • What features should it have?
  • What should it look like? (mock screens and so on).

The inspector will most likely be implemented on top of BSN, so the technologies for building it are not quite ready yet. However, I consider the world-inspector project to be kind of a like a dress-rehearsal for the Bevy editor: a much simpler project, one that can be completed relatively quickly, but which shares many of the same underlying technologies (such as picking, ui templates, preferences, reflection-based editing, and so on) and which will have a similar look and feel.

That being said, there will be some important differences between the world inspector and the editor: primarily, the inspector will function "in-game" and inspect the Bevy World directly, it will not rely on any kind of remote protocol. This means that the data types being inspected will be quite different.

This is also something that I feel could benefit from many contributors rather than being a solo project, as there are many different possible ways that the world inspector could be extended.

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    A-Dev-ToolsTools used to debug Bevy applications.C-FeatureA new feature, making something new possibleC-Tracking-IssueAn issue that collects information about a broad development initiativeD-ComplexQuite challenging from either a design or technical perspective. Ask for help!M-Release-NoteWork that should be called out in the blog due to impactS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!

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