---
title: "Bevy 0.9"
url: https://daily.dev/posts/bevy-0-9-tvnvhu8ym
source_url: https://bevy.org/news/bevy-0-9
type: article
source: "Bevy Engine"
published: 2026-08-23T12:24:07.716Z
updated: 2026-08-23T13:00:02.098Z
tags: ["aws", "game-development", "rust"]
reading_time: 41
upvotes: 0
comments: 0
language: en
---

> ## Documentation Index
> Fetch the complete documentation index at: https://daily.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Bevy 0.9

**[Bevy Engine](https://daily.dev/sources/bevy)** · 41 min read · 0 upvotes · 0 comments

## Summary

Bevy 0.9, the open-source Rust game engine, ships with a major set of new features including HDR post processing with bloom, FXAA anti-aliasing, deband dithering, a redesigned and smaller scene format, simplified entity/component spawning APIs, exclusive system rework using GATs, native enum reflection, plugin settings API, Bevy UI z-indices, a top-left UI origin change, and numerous ECS performance optimizations. The release involved 159 contributors and 430 pull requests, with a migration guide provided for upgrading from 0.8.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://bevy.org/news/bevy-0-9>

## Questions this post answers

### What breaking changes do I need to handle when migrating from Bevy 0.8 to Bevy 0.9?

Bevy 0.9 requires several code changes: the Resource trait must now be explicitly derived rather than auto-implemented, exclusive systems no longer need .exclusive_system() since they implement the normal System trait, spawn/insert/remove APIs are consolidated so spawn() takes bundles or components directly instead of separate insert_bundle variants, and Bevy UI's origin moved from bottom-left to top-left. A dedicated 0.8 to 0.9 migration guide covers these changes in detail.

_daily.dev helps Rust game developers track breaking changes before they upgrade Bevy versions._

### How do I enable bloom post processing in Bevy 0.9?

Bloom is enabled by setting hdr: true on a camera's Camera component and adding a BloomSettings component to that camera entity. This requires rendering to HDR textures so tonemapping is delayed until after HDR post processing effects run in the render graph. The intensity field on BloomSettings should be tuned since the effect can look overbearing at default settings.

_developers experimenting with Bevy's rendering pipeline can follow release breakdowns like this on daily.dev._

### What is the difference between FXAA and MSAA anti-aliasing in Bevy?

MSAA produces crisper geometry edges by sampling multiple points during geometry rendering but leaves textures and shadows untouched, and is more expensive to run. FXAA blurs the entire image based on luminance contrast, which anti-aliases textures and shadows too but makes the whole image blurrier, and is cheap enough to be a good choice for mobile or web. Bevy 0.9 added FXAA support alongside existing MSAA.

_comparing rendering trade-offs like this is easier when daily.dev surfaces engine release details for you._

---

Tags: [#aws](https://daily.dev/tags/aws), [#game-development](https://daily.dev/tags/game-development), [#rust](https://daily.dev/tags/rust)

[View this post on daily.dev](https://daily.dev/posts/bevy-0-9-tvnvhu8ym)
