# 0.17 → 0.18 The largest recent transition. Its centerpiece — the Event/Message split — is architectural, not just a rename. Official guide for the long tail: `https://bevy.org/learn/migration-guides/0-17-to-0-18/`. ## The Event/Message split The old buffered event system was split in two: | Old (≤0.17) | New (0.18) | |-------------|-----------| | `#[derive(Event)]` (buffered use) | `#[derive(Message)]` | | `EventWriter` / `.send(e)` | `MessageWriter` / `.write(m)` | | `EventReader` | `MessageReader` | | `Events` | `Messages` | | `on_event::()` run condition | `on_message::()` | `Event` still exists but now means **observer-events only** (`commands.trigger()` + `On` observers, immediate push). This is the transition's biggest trap: a type ported to `#[derive(Event)]` and written with a `MessageWriter` won't compile, but a type left as `Event` with a forgotten reader silently does nothing. Port rule: every buffered event → `Message`. Only convert to `Event`+observer deliberately, during post-migration cleanup, where immediate reaction is actually wanted. New in 0.18: `#[derive(EntityEvent)]` with `#[event_target]` for entity-targeted events, optionally `#[entity_event(propagate)]` to bubble up `ChildOf`. ## Renames & moves (mechanical) | Old | New | |-----|-----| | `remove_child` / `remove_children` / `clear_children` | `detach_child` / `detach_children` / `detach_all_children` | | `bevy::render::render_resource::ShaderRef` | `bevy::shader::ShaderRef` | | `WinitPlugin::` | `WinitPlugin` (no longer generic) | | `AmbientLight` (single type) | `GlobalAmbientLight` **resource** + `AmbientLight` **camera component** | | `Camera.target` field | `RenderTarget` required component | | `GltfPlugin` `use_model_forward_direction` | `convert_coordinates` + `rotate_scene_entity` / `rotate_meshes` flags | ## API shape changes - **Fallible systems**: systems may return `Result` (= `Result<(), BevyError>`); errors are logged and the system continues running on its normal schedule. Adopt during the bump wherever it deletes `unwrap()`s cheaply; systematically during cleanup. - **Mesh accessors** became `try_*` returning `Result<_, MeshAccessError>`. - **`MaterialPlugin` fields** `prepass_enabled` / `shadows_enabled` became `Material` trait methods. - **`LoadContext::path()`** returns `AssetPath`, not `Path`; image `reinterpret_*` methods return `Result`. - **Immutable components**: `#[component(immutable)]` available. - **Input feature gates**: `mouse`, `keyboard`, `gamepad`, `touch`, `gestures` are now cargo features. Default-on, but builds with `default-features = false` must list them — otherwise input silently stops arriving. ## Semantic shifts (audit, don't just compile) - **`NextState::set()` same-state transitions fire.** `set(Playing)` while in `Playing` now triggers `OnExit(Playing)` + `OnEnter(Playing)` (previously a no-op). One-time setup in `OnEnter` (spawn camera, load level) re-runs. Audit every `next_state.set(...)` reachable while already in that state; use `set_if_neq()` where the old behavior is wanted. - **Material shader bind groups**: material bindings are `@group(3)`; `@group(2)` is the mesh storage buffer. Old custom shaders using `@group(2)` fail with `Storage class Storage doesn't match the shader Uniform`. Update all `.wgsl` material shaders. - **`MouseMotion`, `MouseWheel` and other input streams are Messages now** — readers must be `MessageReader`. ## Porting checklist 1. `grep -rn "EventWriter\|EventReader\|on_event\|Events<"` — rename to Message equivalents; `.send(` → `.write(`. 2. `grep -rn "derive(Event)"` — decide per type: buffered (→ `Message`) or observed (stays `Event`, needs a trigger + observer). 3. `grep -rn "remove_child\|clear_children"` — rename to `detach_*`. 4. `grep -rn "next_state.set\|NextState"` — audit same-state re-fire. 5. `grep -rn "@group(2)" --include="*.wgsl"` — move material bindings to group 3. 6. `grep -rn "AmbientLight"` — split into resource vs camera component usage. 7. Check `Cargo.toml` for `default-features = false` on bevy → add input features.