A framework for saving and loading game state in Bevy.
preview-0.6.0.mp4
bevy_save
automatically uses your app's workspace name to create a unique, permanent save location in the correct place for whatever platform it is running on.
World::save()
andWorld::load()
uses your app's save location to save and load your game state, handling all serialization and deserialization for you.- These methods accept a
Pipeline
, a strongly typed representation of how you are going to be saving and loading. - The
Pipeline
trait uses theBackend
trait as an interface between disk / database andbevy_save
. - The
Backend
trait uses theFormat
trait to determine what format should be used in the actual save files (MessagePack / RON / JSON / etc)- The default
Pipeline
uses theFileIO
backend which saves each snapshot to an individual file on the disk by the given key.- Many games have different requirements like saving to multiple directories, to a database, or to WebStorage.
- You can use a different
Backend
by implementing your ownPipeline
with a customBackend
.
- The default
Pipeline
is set up to usermp_serde
as the file format.- You can use to a different
Format
by implementing your ownPipeline
with a customFormat
.
- You can use to a different
- The default
With the default FileIO
backend, your save directory is managed for you.
WORKSPACE
is the name of your project's workspace (parent folder) name.
Windows | Linux/*BSD | MacOS |
---|---|---|
C:\Users\%USERNAME%\AppData\Local\WORKSPACE\saves |
~/.local/share/WORKSPACE/saves |
~/Library/Application Support/WORKSPACE/saves |
On WASM, snapshots are saved to LocalStorage
, with the key:
WORKSPACE.KEY
bevy_save
is not just about save files, it is about total control over game state.
This crate introduces a snapshot type which may be used directly:
Snapshot
is a serializable snapshot of all saveable resources, entities, and components.
Or via the World
extension methods:
World::snapshot()
captures a snapshot of the current game state, including resources.World::checkpoint()
captures a snapshot for later rollback / rollforward.World::rollback()
rolls the game state backwards or forwards through any checkpoints you have created.
The Rollbacks
resource also gives you fine-tuned control of the currently stored rollbacks.
bevy_save
adds methods to Bevy's App
for registering types that should be saved.
As long as the type implements Reflect
, it can be registered and used with bevy_save
.
App.init_pipeline::<P>()
initializes aPipeline
for use with save / load.App.allow_rollback::<T>()
allows a type to roll back.App.deny_rollback::<T>()
denies a type from rolling back.
bevy_save
allows you to explicitly filter types when creating a snapshot.
As Entity ids are not intended to be used as unique identifiers, bevy_save
supports mapping Entity ids.
First, you'll need to get a SnapshotApplier
:
Snapshot::applier()
SnapshotApplier::new()
The SnapshotApplier
will then allow you to configure the entity map (and other settings) before applying:
let snapshot = Snapshot::from_world(world);
snapshot
.applier(world)
// Your entity map
.entity_map(HashMap::default())
// Despawn all entities matching (With<A>, Without<B>)
.despawn::<(With<A>, Without<B>)>()
.apply();
bevy_save
also supports MapEntities
via reflection to allow you to update entity ids within components and resources.
See Bevy's Parent Component for a simple example.
You are also able to add hooks when applying snapshots, similar to bevy-scene-hook
.
This can be used for many things, like spawning the snapshot as a child of an entity:
let snapshot = Snapshot::from_world(world);
snapshot
.applier(world)
// This will be run for every Entity in the snapshot
// It runs after the Entity's Components are loaded
.hook(move |entity, cmds| {
// You can use the hook to add, get, or remove Components
if !entity.contains::<Parent>() {
cmds.set_parent(parent);
}
})
.apply();
Hooks may also despawn entities:
let snapshot = Snapshot::from_world(world);
snapshot
.applier(world)
.hook(|entity, cmds| {
if entity.contains::<A>() {
cmds.despawn();
}
})
While bevy_save
aims to make it as easy as possible to save your entire world, some games also need to be able to save only parts of the world.
Builder
allows you to manually create snapshots like DynamicSceneBuilder
:
fn build_snapshot(world: &World, target: Entity, children: Query<&Children>) -> Snapshot {
Snapshot::builder(world)
// Extract all resources
.extract_all_resources()
// Extract all descendants of `target`
// This will include all components not denied by the builder's filter
.extract_entities(children.iter_descendants(target))
// Entities without any components will also be extracted
// You can use `clear_empty` to remove them
.clear_empty()
// Build the `Snapshot`
.build()
}
You are also able to extract resources by type:
Snapshot::builder(world)
// Extract the resource by the type name
// In this case, we extract the resource from the `manual` example
.extract_resource::<FancyMap>()
// Build the `Snapshot`
// It will only contain the one resource we extracted
.build()
Additionally, explicit type filtering like Applier
is available when building snapshots:
Snapshot::builder(world)
// Exclude `Transform` from this `Snapshot`
.deny::<Transform>()
// Extract all matching entities and resources
.extract_all()
// Clear all extracted entities without any components
.clear_empty()
// Build the `Snapshot`
.build()
Pipelines allow you to use multiple different configurations of Backend
and Format
in the same App
.
Pipelines also let you re-use Snapshot
appliers and extractors.
bevy_save
is dual-licensed under MIT and Apache-2.0.
Feature flag | Description | Default? |
---|---|---|
bevy_asset |
Enables bevy_asset type registration |
Yes |
bevy_render |
Enables bevy_render type registration |
Yes |
bevy_sprite |
Enables bevy_sprite type registration |
Yes |
brotli |
Enables Brotli compression middleware |
No |
NOTE: We do not track Bevy main.
Bevy Version | Crate Version |
---|---|
0.13 |
0.14 |
0.12 |
0.10 , 0.11 , 0.12 , 0.13 |
0.11 |
0.9 |
0.10 |
0.4 , 0.5 , 0.6 , 0.7 , 0.8 |
0.9 |
0.1 , 0.2 , 0.3 |
Platform | Support |
---|---|
Windows | ✔️ |
MacOS | ✔️ |
Linux | ✔️ |
WASM | ✔️ |
Android | ❓ |
iOS | ❓ |
✔️ = First Class Support — 🆗 = Best Effort Support — ⚡ = Untested, but should work — ❓ = Untested, probably won't work — 🛠️ = In progress