Warning: this page has not been updated for Bevy 0.10 yet!
Events
Relevant official examples:
event
.
Send data between systems! Let your systems communicate with each other!
- To send events, use an
EventWriter<T>
. - To receive events, use an
EventReader<T>
.
Every reader tracks the events it has read independently, so you can handle the same events from multiple systems.
struct LevelUpEvent(Entity);
fn player_level_up(
mut ev_levelup: EventWriter<LevelUpEvent>,
query: Query<(Entity, &PlayerXp)>,
) {
for (entity, xp) in query.iter() {
if xp.0 > 1000 {
ev_levelup.send(LevelUpEvent(entity));
}
}
}
fn debug_levelups(
mut ev_levelup: EventReader<LevelUpEvent>,
) {
for ev in ev_levelup.iter() {
eprintln!("Entity {:?} leveled up!", ev.0);
}
}
You need to add your custom event types via the app builder:
fn main() {
App::new()
// ...
.add_event::<LevelUpEvent>()
.add_system(player_level_up)
.add_system(debug_levelups)
// ...
.run();
}
Events should be your go-to data flow tool. As events can be sent from any system and received by multiple systems, they are extremely versatile.
Possible Pitfalls
Beware of frame delay / 1-frame-lag. This can occur if Bevy runs the receiving system before the sending system. The receiving system will only get a chance to receive the events on the next frame update. If you need to ensure that events are handled immediately / during the same frame, you can use explicit system ordering.
Events don't persist. They are stored until the end of the next frame, after which they are lost. If your systems do not handle events every frame, you could miss some.
The advantage of this design is that you don't have to worry about excessive memory use from unhandled events.
If you don't like this, you can have manual control over when events are cleared (at the risk of leaking / wasting memory if you forget to clear them).