--- name: bevy-platform-web description: "Ship a Bevy 0.20 app to the browser: wasm32 canvas Window, one of webgl2 or webgpu, and asset paths the page can serve. Use when the same ECS app must run in a browser. Keywords: Bevy, wasm, web, webgl2, webgpu, canvas, Window." --- # Bevy web platform ## When to use Load this when the same app should run in a browser. Packaging pipelines are not specified here. ## ECS shape - **Features opened:** `web` (browser APIs, wasm32 only), `webgl2` (limitations so Wasm can use WebGL2), `webgpu` (overrides webgl2; Wasm with WebGPU only). - **Asset note:** `http` and `https` features enable remote asset download and warn about security. `web_asset_cache` caches downloads and currently never invalidates entries. - **Clipboard:** `clipboard_image` says it is not supported on WASM. - **Window:** the same `Window` component describes the canvas. Set `canvas`, `fit_canvas_to_parent`, and `resolution` on the primary window. ## Feature choice | Need | Bevy path | | --- | --- | | Browser build | `wasm32-unknown-unknown`. Enable `webgl2` or `webgpu` in Cargo; those two features conflict. | | Graphics backend | `webgl2` or `webgpu`. Enable one. | | Remote assets | `http` or `https`. `web_asset_cache` stores downloads and does not invalidate them. | ## Scope - The canvas is a `Window`. Point `canvas` at a DOM id and turn on `fit_canvas_to_parent` so the canvas tracks its parent. - `webgl2` and `webgpu` are Cargo features. They are not components. Enable one of them for a wasm32 target. - `clipboard_image` is not available on wasm. Text clipboard stays on the window APIs that default features already include. ## Examples ```toml [dependencies] bevy = { version = "0.20", features = ["webgl2"] } ``` Open the primary window on a canvas element and keep it sized to that element's parent. ```rust use bevy::window::{PrimaryWindow, WindowResolution}; fn main() { App::new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { title: "Browser".into(), canvas: Some("#bevy".into()), fit_canvas_to_parent: true, prevent_default_event_handling: true, resolution: WindowResolution::new(1280, 720), ..default() }), ..default() })) .run(); } ``` A running app can still retarget the canvas and the logical resolution. ```rust use bevy::window::PrimaryWindow; fn bind_canvas(mut windows: Query<&mut Window, With>) { let Ok(mut window) = windows.single_mut() else { return; }; if window.canvas.is_none() { window.canvas = Some("#bevy".to_string()); } window.fit_canvas_to_parent = true; window.resolution.set(1280.0, 720.0); } ``` Load a relative asset path. Remote `http` URLs need the `http` or `https` feature; this path stays inside the asset folder the bundler serves. ```rust fn spawn_sprite(mut commands: Commands, asset_server: Res) { let image = asset_server.load("sprites/player.png"); commands.spawn((Camera2d, Sprite::from_image(image))); } ``` ## Expert Knowledge Delta Target: **Bevy 0.20+**. Core ECS types: `Component`, `Resource`, `Query`, `Commands`, `Startup`, `Update`, `Fixed` / `FixedMain` (`bevy::time`), `.chain()`, `Plugin`, `DefaultPlugins`, `MinimalPlugins`. Messages and observers are an ownership slot. See `bevy-events-messaging` for their APIs. Systems run in parallel unless `.chain()` orders the ones that conflict. ### Who owns state | Piece | Owner | Who may mutate | Schedule | | --- | --- | --- | --- | | Data on one entity | `Component` | One system via `Query` | `Update` or `FixedMain` | | One value for the whole app | `Resource` | One system | `Startup` to insert, then the schedule that reads it | | Spawn | `Commands` | The spawning system | `Startup` for the initial world; later schedules for runtime spawn | | Order that must not race | `.chain()` | The chained systems only | Same schedule | | Plugin boundary | `Plugin` | `build` registers systems and resources | Before the app runs | Borrow rule: two systems that both mutably query the same component must be ordered (`.chain()`) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API. ### Decision | If you need | Do this | Do not | | --- | --- | --- | | Per-entity data | `Component` + `Query` | A field stored outside the world | | App-wide config or clock | `Resource` | Copy the value onto every entity | | Stable simulation step | `FixedMain` and the `Fixed` clock | Tie simulation to raw frame `Update` | | Startup spawn | `Commands` in `Startup` | Spawn from a render system | | Browser canvas | `Window.canvas` and `fit_canvas_to_parent` | A title-only window with no canvas id | | Graphics backend | Exactly one of `webgl2` or `webgpu` | Enabling both Cargo features | | Cross-system notice that is not shared state | Message or observer slot in `bevy-events-messaging` | A new event type invented in this file | | An API outside the documented set | Check the official documentation | A made-up crate or API | Load [references/ecs-ownership.md](references/ecs-ownership.md) for the ownership table. ## NEVER - Do not pin `/0.20.0/` in docs URLs. WHY: links stay on `latest`; the 0.20 target is stated once in prose. - Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless `.chain()` orders them. - Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules. - Do not name another engine's HTML export presets in Bevy Cargo features. WHY: the browser target is `wasm32-unknown-unknown` plus `webgl2` or `webgpu`. - Do not import another engine's node types into Bevy systems. WHY: those types are not components and will not schedule. - No invented APIs or unnamed third-party crates as the chosen solver. WHY: this skill only names documented Bevy crates and modules. ## Reference Official links stay on unversioned `latest` pages. The library pin on bevy-master stays **0.20.0**. ### Official Documentation - [Assets](https://bevy.org/assets/) - Official asset catalog. No third-party crate was selected. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. - [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`. - [Plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and `add_plugins`. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Hub and schedules. - [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Components and systems. - [bevy-platform-desktop](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-platform-desktop/SKILL.md) - Window component shared with desktop. #### Complements - [godot-platform-web](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-platform-web/SKILL.md) - Godot package for browser builds. #### Downstream / consumers - None yet. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.