diff --git a/content/news/2024-02-03-bevy-0.13/index.md b/content/news/2024-02-03-bevy-0.13/index.md
index 3d6dd73aeb..42a29c9c45 100644
--- a/content/news/2024-02-03-bevy-0.13/index.md
+++ b/content/news/2024-02-03-bevy-0.13/index.md
@@ -868,6 +868,109 @@ TODO.
TODO.
+## Multiple gizmo configurations
+
+
authors: @jeliag
+
+Since [the 0.11 release], Bevy supports gizmos. Gizmos allow drawing shapes using
+an immediate mode API. Here is how you use them:
+
+```rust
+// bevy 0.12.1
+fn set_gizmo_width(mut config: ResMut) {
+ // set the line width of every gizmos with this global configuration resource.
+ config.line_width = 5.0;
+}
+
+fn draw_circles(mut gizmos: Gizmos) {
+ // Draw two circles with a 5 pixels outline
+ gizmos.circle_2d(vec2(100., 0.), 120., Color::NAVY);
+ gizmos.circle_2d(vec2(-100., 0.), 120., Color::ORANGE);
+}
+```
+
+Add a [`Gizmos`] system param and call a few methods, nothing more. Cool!
+
+Gizmos are also great for crate authors, they can use the same API.
+For example, the [`oxidized_navigation`] navmesh library uses gizmos for its debug overlay.
+Great!
+
+
+But after quick adoption, the community quickly found their limitations.
+
+Remember: crate authors, as well as game devs, can use gizmos and set their config globally.
+However, there is only one global configuration. Therefore,
+a dependency could very well affect the game's gizmos.
+It could even make them completely unusable.
+
+Not so great.
+
+How to solve this? Gizmo groups.
+
+Now, [`Gizmos`] comes with an optional parameter.
+By default, it uses a global configuration:
+
+```rust
+fn draw_circles(mut default_gizmos: Gizmos) {
+ default_gizmos.circle_2d(vec2(100., 0.), 120., Color::NAVY);
+}
+```
+
+But with a [`GizmoConfigGroup`] parameter, `Gizmos` can choose a distinct configuration:
+
+```rust
+fn draw_circles(
+ mut default_gizmos: Gizmos,
+ // this uses a distinct configvvvvvvvvvvvvvvv
+ mut navigation_gizmos: Gizmos,
+) {
+ // Two circles with different outline width
+ default_gizmos.circle_2d(vec2(100., 0.), 120., Color::NAVY);
+ navigation_gizmos.circle_2d(vec2(-100., 0.), 120., Color::ORANGE);
+}
+```
+
+Create your own gizmo config group by deriving `GizmoConfigGroup`,
+and registering it to the `App`:
+
+```rust
+#[derive(Default, Reflect, GizmoConfigGroup)]
+pub struct NavigationGroup;
+
+impl Plugin for NavigationPlugin {
+ fn build(&mut self, app: &mut App) {
+ app
+ .init_gizmo_group::()
+ // ... rest of plugin initialization.
+ }
+}
+```
+
+And this is how you set the configuration of gizmo groups to different values:
+
+```rust
+// bevy 0.13.0
+set_gizmo_width(mut config_store: ResMut) {
+ let config = config_store.config_mut::().0;
+ config.line_width = 20.0;
+
+ let navigation_config = config_store.config_mut::().0;
+ navigation_config.line_width = 10.0;
+}
+```
+
+Now, the navigation gizmos have a fully separate configuration and don't conflict
+with the game's gizmos.
+
+Not only that, but the game dev can integrate the navigation gizmos with their
+own debug tools however they wish. Be it a hotkey, a debug overlay UI button,
+an RPC call. The world is your oyster.
+
+[`oxidized_navigation`]: https://crates.io/crates/oxidized_navigation
+[`Gizmos`]: https://dev-docs.bevyengine.org/bevy/gizmos/gizmos/struct.Gizmos.html
+[the 0.11 release]: https://bevyengine.org/news/bevy-0-11/#gizmos
+[`GizmoConfigGroup`]: https://dev-docs.bevyengine.org/bevy/gizmos/config/trait.GizmoConfigGroup.html
+=======
## glTF Extensions
## Extensionless Asset Support
@@ -999,12 +1102,6 @@ The [`custom_asset` example] has been updated to demonstrate these new features.
[turbofish]: https://turbo.fish/
[`custom_asset` example]: https://bevyengine.org/examples/Assets/custom-asset/
-## Gizmo Configuration
-
-authors: @TODO
-
-TODO.
-
## What's Next?
We have plenty of work in progress! Some of this will likely land in **Bevy 0.14**.