Fresh PR from a new #bevy contributor `@dmarly`: frame-by-frame and system-by-system logic stepping for your game, with working graphics/input/audio the whole time.

This seems *incredibly* useful as a debugging tool for #gamedev: I'm going to be spending whatever time is needed this cycle to help get this feature shipped.

https://github.com/bevyengine/bevy/pull/8063

WIP: system & frame stepping by dmlary · Pull Request #8063 · bevyengine/bevy

Objective Add support to interactively step through systems & frames within App system step runs the next system in the schedule on the next frame frame step runs all remaining systems in the sch...

GitHub
@alice_i_cecile Any ideas on how this will handle the "you have 5,000 systems" scenario that many larger systematic games may run into?
@moony Good question 🤔 After the MVP, I think I'd try and add an additional mode, to opt in to stepping.
@moony Basically a break point system!

@alice_i_cecile Yeap, that and "organize systems into groups that you can step through jointly" were the two first things that came to mind.

We're actually looking into moving SS14 to a new (faster) ECS and one thing that's likely to result is an explosion in system count as we get rid of some remaining EC weeds, hence the question as I'd like to be able to copy some homework 

@moony You could probably also do automatic grouping on the basis of component / resource access, which would be *very* useful for debugging specific problems.
@alice_i_cecile Yea, likely!
Group by bundle in particular would likely be useful assuming the info about bundles is retained at runtime. There was a tangent about bundles and C# source generators here but I deemed it too long as it blew out the max post length.