bevy-in-app
Integrate the Bevy engine into existing iOS / Android apps.
git clone https://github.com/jinleili/bevy-in-app.gitjinleili/bevy-in-appBevy in App
Integrate the Bevy engine into existing iOS | Android apps.
If you want to add a mini-game to an existing app, or implement some dynamic UI components, charts ..., or just want to take advantage of the Motion Sensors on your phone for some cool gameplay, you can't use WinitPlugin. Because winit will take over the entire app initialization process and windowing, but we need to create bevy::App in an existing app instance, and we may also want bevy::App to run in an iOS UIView or Android SurfaceView of any size.
This repository implements such a scenario and uses the phone's motion sensor to play breakout mini-games.
Screenshot
![]() |
![]() |
|---|
iOS
# Add iOS target rustup target add aarch64-apple-ios # Build for iOS target sh ./ios_build.sh --release
Then, Open iOS/bevy_in_iOS.xcodeproj with Xcode,connect an iOS device and run.
Android
Set up Android environment
Assuming your computer already has Android Studio installed, go to Android Studio > Tools > SDK Manager > Android SDK > SDK Tools. Check the following options for installation and click OK.
- Android SDK Build-Tools
- Android SDK Command-line Tools
- NDK(Side by side)
Then, set two following environment variables:
export ANDROID_SDK_ROOT=$HOME/Library/Android/sdk # Replace the NDK version number with the version you installed export NDK_HOME=$ANDROID_SDK_ROOT/ndk/23.1.7779620
Add build targets
# Since simulator and virtual devices only support GLES, # `x86_64-linux-android` and `i686-linux-android` targets are not necessary rustup target add aarch64-linux-android
Build
# Install cargo-so subcommand cargo install cargo-so # Build sh ./android_build.sh --release
Compatible Bevy versions
| Bevy version | bevy-in-app version |
|---|---|
0.18 |
0.6 |
0.17 |
0.5 |
0.16 |
0.4 |
0.14 dev |
0.3 |
0.11-0.12 |
0.2 |
0.10 |
0.1 |
more like this

