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bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/release-content/migration-guides/render_graph_as_systems.md
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---
title: Render Graph as Systems pull_requests: [ 22144 ]
---

The RenderGraph API has been removed. Render passes are now systems that run in Core3d or Core2d schedules.

Before:

impl ViewNode for MyNode { type ViewQuery = (&'static ExtractedCamera, &'static ViewTarget); fn run<'w>( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext<'w>, (camera, target): QueryItem<'w, Self::ViewQuery>, world: &'w World, ) -> Result<(), NodeRunError> { // ... } } render_app .add_render_graph_node::<ViewNodeRunner<MyNode>>(Core3d, MyLabel) .add_render_graph_edges(Core3d, (Node3d::Foo, MyLabel, Node3d::Bar));

After:

pub fn my_render_pass( world: &World, view: ViewQuery<(&ExtractedCamera, &ViewTarget)>, mut ctx: RenderContext, ) { let (camera, target) = view.into_inner(); // ... } render_app.add_systems( Core3d, my_render_pass .after(foo_pass) .before(bar_pass) .in_set(Core3dSystems::MainPass), );

The ViewNode trait is replaced by a regular system using the ViewQuery parameter. RenderContext is now a system parameter instead of being passed as &mut. Use .before() / .after() with the actual system functions (e.g., main_opaque_pass_3d) rather than Node3d labels.

System sets Core3dSystems::Prepass, MainPass, and PostProcess are available for coarse ordering. The RenderGraph schedule remains as the top-level schedule for non-camera rendering.