Health Bar plugin for Bevy supporting both 2D and 3D rendering. It can be used to render a bar for any value that can be represented as percentage. Can be freely sized, supports horizontal or vertical orientation, custom fore- and background colors, and an optional border with configurable thickness and color. Works with split-screens or layered cameras out of the box.
Version table
| Bevy Version | Crate Version |
|---|---|
0.18 |
>= 3.9.0 |
0.17 |
>= 3.7.0 |
0.16 |
3.5.0 |
0.15 |
3.4.0 |
0.14 |
3.3.0 |
0.13 |
3.2.0 |
0.12 |
2.0.0 |
0.11 |
1.2.0 |
0.10 |
1.1.0 |
0.9 |
1.0.0 |
Implement the Percentage trait for the component you want to track and pass the type of your component
to the plugin on instantiation:
use bevy_health_bar3d::prelude::{HealthBarPlugin, Percentage};
use bevy::color::palettes::basic::*;
#[derive(Component, Reflect)]
struct Health {
max: f32,
current: f32,
}
impl Percentage for Health {
fn value(&self) -> f32 {
self.current / self.max
}
}
fn main() {
App::new()
// add multiple times to track further component types
.add_plugins((HealthBarPlugin::<Health>::default(), HealthBarPlugin::<Mana>::default()))
// set a different color for the Mana bar
.insert_resource(ColorScheme::<Mana>::new().foreground_color(ForegroundColor::Static(BLUE.into())))
.run();
}Spawn a mesh, the component to be tracked, and a BarSettings component to configure the look & feel of your bar.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(Sphere { radius })),
Health {
max: 10.,
current: 2.,
},
BarSettings::<Health> {
width: 5.,
offset: 2.,
orientation: BarOrientation::Vertical, // default is horizontal
..default()
},
));
}Note the generic parameter of BarSettings. It is used to associate the configuration with the component it is tracking
and necessary to support multiple bars per entity.
By default the bar offset is applied along the camera's up vector (BarOffsetMode::CameraSpace), which looks correct from the side but can cause the bar to drift away from its entity when the camera looks down from above. Set offset_mode: BarOffsetMode::WorldSpace to offset along the world Y axis instead, keeping the bar anchored above the entity at any camera angle. See the offset_mode example for a side-by-side comparison.
Colors can also be set per entity directly in BarSettings, which takes precedence over the global ColorScheme resource. This is useful when entities share the same tracked component type but need different bar colors — for example, ally and enemy health bars:
// Ally – static blue bar
commands.spawn((
Health { max: 10., current: 8. },
BarSettings::<Health> {
foreground_color: Some(ForegroundColor::Static(Color::srgb(0.2, 0.6, 1.0))),
background_color: Some(Color::srgb(0.05, 0.05, 0.2)),
..default()
},
));
// Enemy – static red bar, same Health component, no generics needed
commands.spawn((
Health { max: 10., current: 4. },
BarSettings::<Health> {
foreground_color: Some(ForegroundColor::Static(Color::srgb(1.0, 0.15, 0.15))),
background_color: Some(Color::srgb(0.2, 0.05, 0.05)),
..default()
},
));See the ally_enemy example for a complete demonstration.
That's it! Updates to the values of your component will be automatically propagated through to the bar.
This plugin supports both 2D sprite-based and 3D billboard-based rendering through cargo features.
3D mode uses PBR materials with billboard shaders that automatically face the camera. This is the default mode:
[dependencies]
bevy_health_bar3d = "3.9.0"Or explicitly
[dependencies]
bevy_health_bar3d = { version = "3.9.0", features = ["3d"] }Use with 3D entities like meshes, and the health bar will automatically face the camera.
2D mode uses sprite materials and shaders for 2D games:
[dependencies]
bevy_health_bar3d = { version = "3.9.0", default-features = false, features = ["2d"] }Use with 2D sprites and entities. See the bar2d example for a complete demonstration. Note: The features are mutually exclusive - choose either 2d or 3d for your project.
Examples can be found here.
To run an example for web, first install cargo-make (cargo install cargo-make) and then call
cargo make web <name-of-the-example, such as cargo make web dinosaurs