// the find
vladbat00/bevy_egui
This crate provides an Egui integration for the Bevy game engine. 🇺🇦 Please support the Ukrainian army: https://savelife.in.ua/en/
bevy_egui bridges Bevy's ECS and rendering pipeline with egui's immediate-mode UI. It's the de facto standard for debug panels, tooling, and in-game editors when you're already on Bevy — not meant for shipping polished game UI, but excellent for everything else.
Tracks Bevy releases closely — the version table goes back to Bevy 0.4, and new Bevy releases typically get support in open PRs before they even ship. Multi-pass egui support is properly integrated with Bevy's scheduler via dedicated `EguiContextPass` schedules, not bolted on as a hack. Paint callback support means you can drop raw wgpu draw calls inside egui panels, which is genuinely useful for custom visualizers. The render_egui_to_image example covers a legitimately tricky use case (UI as a texture) that most integrations ignore.
Bevy version lock-in is painful in practice — upgrading Bevy means waiting for a bevy_egui release or patching yourself, and the version bump cadence means you can get stuck. Mobile web virtual keyboard support is explicitly described as 'rough around the edges,' which is underselling it — it doesn't work at all if you touch `prevent_default_event_handling`. The color rendering test has a known open issue (#291) where colors don't match the reference, which matters if you're doing anything color-sensitive. Single-pass mode is still supported but marked for eventual deprecation, so existing code written against it will need migration at some point.