//! This example demonstrates how backends can be mixed and matched, specifically with egui. Here, //! we are using the egui backend, which is enabled automatically in `DefaultPickingPlugins` when //! the "egui_backend" feature is enabled. The egui backend will automatically apply a `NoDeselect` //! component to the egui entity, which allows you to interact with the UI without deselecting //! anything in the 3d scene. use bevy::prelude::*; use bevy_egui::{ egui::{self, ScrollArea}, EguiContexts, EguiPlugin, }; use bevy_mod_picking::prelude::*; fn main() { App::new() .add_plugins(( DefaultPlugins.set(low_latency_window_plugin()), DefaultPickingPlugins, EguiPlugin, )) .insert_resource(DebugPickingMode::Normal) .add_systems(Startup, setup) .add_systems(Update, ui_example) .run(); } fn ui_example(mut egui_contexts: EguiContexts, mut number: Local) { egui::SidePanel::left("Left").show(egui_contexts.ctx_mut(), |ui| { ScrollArea::vertical() .auto_shrink([false; 2]) .show(ui, |ui| { ui.heading("Note that while a slider is being dragged, the panel is being resized, or the scrollbar is being moved, items in the 3d scene cannot be picked even if the mouse is over them."); for _ in 0..100 { ui.add(egui::Slider::new(&mut *number, 0.0..=100.0)); } }) }); egui::Window::new("Demo").show(egui_contexts.ctx_mut(), |ui| { ScrollArea::both().auto_shrink([false; 2]).show(ui, |ui| { ui.heading("Note that you can select a 3d object then click on this egui window without that object being deselected!"); }); }); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { commands.spawn(( PbrBundle { mesh: meshes.add(bevy_render::mesh::PlaneMeshBuilder::from_length(5.0)), material: materials.add(Color::WHITE), ..default() }, PickableBundle::default(), )); commands.spawn(( PbrBundle { mesh: meshes.add(Cuboid::default()), material: materials.add(Color::WHITE), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }, PickableBundle::default(), )); commands.spawn(PointLightBundle { point_light: PointLight { shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, -4.0), ..default() }); commands.spawn((Camera3dBundle { transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() },)); }