Bevy Version:0.11(outdated!)


Relevant official examples: event.

Send data between systems! Let your systems communicate with each other!

Like resources or components, events are simple Rust structs or enums. When creating a new event type, derive the Event trait.

Then, any system can send (broadcast) values of that type, and any system can receive those events.

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 {

fn debug_levelups(
    mut ev_levelup: EventReader<LevelUpEvent>,
) {
    for ev in ev_levelup.iter() {
        eprintln!("Entity {:?} leveled up!", ev.0);

You need to register your custom event types via the app builder:


Usage Advice

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.

Events can be a very useful layer of abstraction. They allow you to decouple things, so you can separate different functionality and more easily reason about which system is responsible for what.

You can imagine how, even in the simple "player level up" example shown above, using events would allow us to easily extend our hypothetical game with more functionality. If we wanted to display a fancy level-up effect or animation, update UI, or anything else, we can just add more systems that read the events and do their respective things. If the player_level_up system had simply checked the player XP and managed the player level directly, without going via events, it would be unwieldy for future development of the game.

How it all works

When you register an event type, Bevy will create an Events<T> resource, which acts as the backing storage for the event queue. Bevy also adds an "event maintenance" system to clear events every frame, preventing them from accumulating and using up memory.

The events storage is double-buffered, meaning that events stay for one extra frame after the frame when they were sent. This gives your systems a chance to read the events on the next frame, if they did not get a chance during the current frame.

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).

The EventWriter<T> system parameter is just syntax sugar for mutably accessing the Events<T> resource to add events to the queue. The EventReader<T> is a little more complex: it accesses the events storage immutably, but also stores an integer counter to keep track of how many events you have read. This is why it also needs the mut keyword.

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.

Beware of lost events if you do not read events every frame, or at least once every other frame update. A common situation where this can occur is when using a fixed timestep or run conditions.

If you want events to persist for longer than two frames, you can implement a custom cleanup/management strategy. However, you can only do this for your own event types. There is no solution for Bevy's built-in types.