We've been peeling back the layers of the "editor onion" for awhile now. We've been focused on "foundational engine systems" since Bevy first released. But from here on out, our focus will be shifting. My next big project is "asset preprocessing", which is an important part of editor workflows. Other prominent Bevy developers have started to shift their focus toward preparing Bevy UI for editor scenarios.
I would like to break ground on the editor by the end of the year and have some sort of scene editor MVP proved out. This is ambitious, but I think it is possible given where we are at now. It will be awhile before we have a final editor workflow sorted out, but this will be an open, iterative process that the community will be able to follow along with as it develops.
Mobile is in a pretty good spot at this point: iOS support is pretty stable now. People have already started publishing Bevy iOS apps to the Apple App Store: https://noumenal.app.
Android is close, but not quite there yet. As of this release, Android builds kind of work again. You can build and deploy android apps, but they lose their renderer context if you suspend or resume the app. Audio also doesn't work yet :)
We will be focusing on scenes, asset workflows, ui, and the editor from here on out (with scenes, asset workflows, and UI being the focus for the next release).
I'd like to have some sort of editor MVP by the end of the year.
Until then, there are community efforts like: https://github.com/jakobhellermann/bevy_editor_pls
Some Youtube Content: https://www.youtube.com/playlist?list=PL6uRoaCCw7GN_lJxpKS3j...
Source on GitHub.
https://github.com/jakobhellermann/bevy_mod_js_scripting/blo...
Given how new this effort is, I suspect there are plenty of areas with room for improvement.