pub struct AutoDirectionalNavigation {
pub respect_tab_order: bool,
}Expand description
Marker component to enable automatic directional navigation to and from the entity.
Simply add this component to your UI entities so that the navigation algorithm will consider this entity in its calculations:
fn spawn_auto_nav_button(mut commands: Commands) {
commands.spawn((
// ... Button, Node, etc. ...
AutoDirectionalNavigation::default(), // That's it!
));
}§Multi-Layer UIs and Z-Index
Important: Automatic navigation is currently z-index agnostic and treats
all entities with AutoDirectionalNavigation as a flat set, regardless of which UI layer
or z-index they belong to. This means navigation may jump between different layers (e.g.,
from a background menu to an overlay popup).
Workarounds for multi-layer UIs:
-
Per-layer manual edge generation: Query entities by layer and call
auto_generate_navigation_edges()separately for each layer:ⓘfor layer in &layers { let nodes: Vec<FocusableArea> = query_layer(layer).collect(); auto_generate_navigation_edges(&mut nav_map, &nodes, &config); } -
Manual cross-layer navigation: Use
DirectionalNavigationMap::add_edge()to define explicit connections between layers (e.g., “Back” button to main menu). -
Remove component when layer is hidden: Dynamically add/remove
AutoDirectionalNavigationbased on which layers are currently active.
See issue #21679 for planned improvements to layer-aware automatic navigation.
§Opting Out
To disable automatic navigation for specific entities:
- Remove the component: Simply don’t add
AutoDirectionalNavigationto entities that should only use manual navigation edges. - Dynamically toggle: Remove/insert the component at runtime to enable/disable automatic navigation as needed.
Manual edges defined via DirectionalNavigationMap are completely independent and
will continue to work regardless of this component.
§Requirements (for bevy_ui)
Entities must also have:
ComputedNode- for size informationUiGlobalTransform- for position information
These are automatically added by bevy_ui when you spawn UI entities.
§Custom UI Systems
For custom UI frameworks, you can call auto_generate_navigation_edges directly
in your own system instead of using this component.
Fields§
§respect_tab_order: boolWhether to also consider TabIndex for navigation order hints.
Currently unused but reserved for future functionality.
Trait Implementations§
Source§fn clone(&self) -> AutoDirectionalNavigation
fn clone(&self) -> AutoDirectionalNavigation
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
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When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§fn default() -> AutoDirectionalNavigation
fn default() -> AutoDirectionalNavigation
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