Blazingly fast, schema based and human-readable serialization crate for the bevy engine.
- Stateful serialization and deserialization with world access.
- No systems, no plugins.
- Blazingly fast (compared to
DynamicScene). - Treat an
Entity, itsComponents and children as a single serde object. - Deserialize trait objects like
Box<dyn T>, as an alternative totypetag. - Supports every serde format using familiar syntax.
- Serialize
Handles and provide a generalized data interning interface. - No reflection needed.
Imagine we have a typical Character bundle.
First we derive BevyObject:
#[derive(Bundle, BevyObject)]
#[bevy_object(query)]
pub struct Character {
pub transform: Transform,
pub name: Name,
pub position: Position,
pub hp: Hp,
}#[bevy_object(query)]
This indicates we are serializing a query instead of a hierarchical tree, which improves performance.
To serialize we simply do:
serde_json::to_string(&world.serialize_lens::<Character>());This finds all entities that fits the QueryFilter of the bundle and serializes them in an array.
To deserialize we use deserialize_scope:
world.deserialize_scope(|| {
// Returned object doesn't matter, data is stored in the world.
let _ = serde_json::from_str::<InWorld<Character>>(&json_string);
})This statement spawns new entities in the world and fills them with deserialized data.
You might want to delete current entities before loading new ones, to delete all associated entities of a serialization:
// Despawn all character.
world.despawn_bound_objects::<Character>()To save multiple types of objects in a batch, create a batch serialization type with the batch! macro.
type SaveFile = batch!(
Character, Monster,
// Use `SerializeResource` to serialize a resource.
SerializeResource<Terrain>,
);
world.serialize_lens::<SaveFile>()
world.deserialize_scope(|| {
let _ = serde_json::from_str::<InWorld<SaveFile>>(&json_string);
})
world.despawn_bound_objects::<SaveFile>()This saves each type in a map entry:
{
"Character": [
{ .. },
{ .. },
..
],
"Monster": [ .. ],
"Terrain": ..
}BevyObject is not just a clone of Bundle, we support additional types.
impl BevyObject: Components are automaticallyBevyObjectandBevyObjectcan contain multiple otherBevyObjects.Maybe<T>can be used if an item may or may not exist.DefaultInitinitializes a non-serialize component withFromWorld.Child<T>finds and serializes a singleBevyObjectin children.ChildVec<T>finds and serializes multipleBevyObjects in children.
New in 0.5:
Child<T, C>finds and serializes a singleBevyObjectfrom a custom children component.ChildVec<T, C>finds and serializes multipleBevyObjects from a custom children component.
See the BevyObject derive macro for more details.
// Note we cannot derive bundle anymore.
// #[bevy_object(query)] also cannot be used due to children being serialized.
#[derive(BevyObject)]
#[bevy_object(rename = "character")]
pub struct Character {
pub transform: Transform,
pub name: Name,
pub position: Position,
pub hp: Hp,
#[serde(default)]
pub weapon: Maybe<Weapon>
#[serde(skip)]
pub cache: DefaultInit<Cache>,
pub potions: ChildVec<Potion>
}When using bevy_serde_lens you can use with_world to access &World
in Serialize implementations and with_world_mut to access &mut World
in Deserialize implementations.
These functions actually comes from bevy_serde_lens_core
which is more semver stable and more suited as a dependency for library authors.
To serialize a Handle as its string path, you can use #[serde(with = "PathHandle")].
To serialize its content, use #[serde(with = "UniqueHandle")].
#[derive(Component, Serialize, Deserialize)]
struct MySprite {
#[serde(with = "PathHandle")]
image: Handle<Image>
}Or use the newtype directly.
#[derive(Component, Serialize, Deserialize)]
struct MySprite {
image: PathHandle<Image>
}We provide registration based deserialization as an alternative to the typetag crate.
See the typetagged module for details.
| bevy | bevy-serde-lens-core | bevy-serde-lens |
|---|---|---|
| 0.13 | - | 0.1-0.3 |
| 0.14 | 0.14 | 0.4 |
| 0.15 | 0.15 | 0.5 |
| 0.16 | 0.16 | 0.6 |
| 0.17 | 0.17 | 0.7 |
Licensed under either of
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.