| Crates.io | lightyear_examples_common |
| lib.rs | lightyear_examples_common |
| version | 0.23.0 |
| created_at | 2024-05-16 14:21:29.196025+00 |
| updated_at | 2025-08-12 05:01:20.988817+00 |
| description | Common harness for the lightyear examples |
| homepage | |
| repository | https://github.com/cBournhonesque/lightyear |
| max_upload_size | |
| id | 1242104 |
| size | 255,770 |
This folder contains various examples that showcase various lightyear features.
The top level Cargo.toml workspace defines the deps that examples can use and pick features from.
simple_setup: minimal example that just shows how to create the lightyear client and server pluginssimple_box: example that showcases how to send inputs from client to server, and how to add client-prediction and interpolationbevy_enhanced_input: example that shows how to integrate lightyear with the bevy_enhanced_input crate to handle inputs.client_replication: example that shows how to replicate entities from the client to the server. (i.e. the client has authority)delta_compression: example that shows how a component can be replicated with delta-compression enabled. Whenever the component value
changes, only the difference is sent over the network, instead of the full component value.network_visibility: example that shows how to use network visibility to only replicate a subset of entities
to each playerreplication_groups: example that shows how to replicate entities that refer to other entities
(e.g. they have a component containing an Entity id). You need to use ReplicationGroup to ensure that the
those entities are replicated in the same messagepriority: example that shows how to manage bandwidth by enabling priority accumulation. Messages will be sent in
order of their priority.avian_physics: example that shows how to replicate a physics simulation using xpbd.
We also use the leafwing feature for a better way to manage inputs.avian_3d_character: example that shows clients controlling server-authoritative 3D objects simulated using avian.spaceships: more advanced version of avian_physics with player movement based on forces, fully server authoritative, predicted bullet spawning.fps: example that shows how to spawn player-objects directly on the Predicted timeline, and how to use lag compensation to compute collisions between predicted and interpolated entities.auth: an example that shows how a client can get a ConnectToken to connect to a serverlobby: an example that shows how the network topology can be changed at runtime.
Every client can potentially act as a host for the game (instead of the dedicated server).cargo run -- servercargo run -- client -c 1cargo run --no-default-features --features=server -- servercargo run -- host-client -c 0You can control the behaviour of the example by changing the list of features. By default, all features are enabled (client, server, gui).
For example you can run the server in headless mode (without gui) by running cargo run --no-default-features --features=server,udp,netcode.
NOTE: I am using the bevy cli to build and serve the wasm example.
To test the example in wasm, you can run the following commands: bevy run web
You will need a valid SSL certificate to test the example in wasm using webtransport. You will need to run the following commands to generate a self-signed certificate:
cd "$(git rev-parse --show-toplevel)" && sh certificates/generate.sh (to generate the temporary SSL
certificates, they are only valid for 2 weeks)