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In this episode of Bevy Basics, we dive deep into one of Bevy's most powerful — and least documented — features: observers. From the motivations behind their design to how to implement them in your own ECS systems, we explore: 🧠 What observers are and how they differ from pull-based systems like event readers and change detection ⚡️ How to create reactive, recursive, and event-driven logic using triggers 🔁 Event propagation and bubbling with Bevy's new traversal system 🛠️ How to spawn, configure, and understand observer internals 🧪 Speculation, internals, and open questions about Bevy's black-box ECS magic If you've struggled to understand how observers work — or want to level up your Bevy app’s responsiveness — this video will get you started and then some. 💬 Know something I missed? Drop a comment! 💖 Big thanks to my Ko-fi supporters for making these videos possible! 👥 Join the community: [your Discord link] 📺 Check out BehindBlueScreen’s amazing Rust internals videos: / @behindbluescreen Rust = https://www.rust-lang.org/tools/install VsCode = https://code.visualstudio.com/ Discord = / discord Ko-Fi = https://ko-fi.com/phaestusfox BevyEngine = https://bevyengine.org/ Plugins: rust-analyzer Rust Syntax Even Better TOML Error Lens crates BevyEngine Snippets 00:00 Intro 00:39 What are observers 01:38 Before Observers 02:11 Limitations of Events 02:58 Limits of Change Detection 04:32 Slugish Reactions 05:13 Limiting the lag 05:31 Limited Recursion 06:02 Why add Observers 06:18 What is a Trigger 07:04 Trigger Generics 08:07 Observer Propergation 09:05 Trigger MetaData 11:02 Manually adding Observers 11:40 Important note about the Observer Component 13:31 Adding Global Observers 14:02 Adding Scoped Observers 14:30 What's Inside an observer 17:28 Stuff That didn't Make it 19:09 BehindBlueScreen Shoutout 19:36 Kofi Love 20:47 NextTime Stock Images from https://unsplash.com/ #Bevy #GameDev #bevyengine #ZeroToGame