Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Expert blueprint for data-oriented design using Resource/RefCounted classes (item databases, character stats, reusable data structures). Covers typed arrays, serialization, nested resources, and resource caching. Use when implementing data systems OR inventory/stats/dialogue databases. Keywords Resource, RefCounted, ItemData, CharacterStats, database, serialization, @export, typed arrays.
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.duplicate(), changing a value (like HP) modifies the shared .tres for everyone.@export var items: Array allows logic errors. Always use Array[ResourceClass] for type safety.NodePath or UID.ResourceSaver.save() error checks — Saving can fail due to permissions, disk space, or path issues. Always check the return code._init defaults — Resources created via new() or in the Inspector need default values in their constructor to be editable.resource_local_to_scene = true or duplicate() for components..tres for massive datasets — If you have 10,000 items, a JSON or custom binary format might be more efficient than individualized Resource files.| Type | Use when | Disk / Inspector |
|---|---|---|
Resource | Shared definitions, saveable data, @export authoring | .tres/.res, Inspector ✅ |
RefCounted | Temporary runtime calcs, non-persistent helpers | No disk / weak Inspector |
Node | Scene entities with process/signals in the tree | Scene files |
Use Resources for: item defs, stats templates, abilities, dialogue tables, enemy configs. Use RefCounted for: damage calc scratchpads, ephemeral state machines, non-saved utilities.
| Scenario | MANDATORY read |
|---|---|
Per-instance mutable stats (HP) sharing a base .tres | resource_local_to_scene.gd |
| Nested Item → Weapon → StatusEffect trees / save whole graph | nested_resource_serialization.gd |
| Many entities sharing one config (flyweight) | resource_flyweight_caching.gd / flyweight_enemy_config.gd |
Custom @export data containers | custom_data_resource.gd |
| Reactive stats with signals | character_stats_resource.gd |
| Inventory arrays of Resources | resource_based_inventory.gd |
| Save Resource trees to disk | resource_save_system.gd — check Error |
| Preload / O(1) cache before play | resource_preloading_strategy.gd |
Runtime Resource.new() loot | dynamic_resource_generation.gd |
| Validate / pool / factory | resource_validator.gd / resource_pool.gd / data_factory_resource.gd |
CAUTION: Runtime HP/mana on a shared
.treswithoutduplicate(true)orresource_local_to_scenemutates the asset on disk — the "damaging one damages all" bug.
.res vs .tres: binary .res in production; .tres for design diffs; nested trees save with parent via ResourceSaver.ResourceLoader.CACHE_MODE_REPLACE after external edits bypass stale cache..tres files lose to JSON/binary — see Official Docs binary serialization.Pattern 1–7 walkthroughs (ItemData, databases, RefCounted calcs, directory scan, O(1) cache) — references/resource-patterns-deep.md. Implement nested weapons from nested_resource_serialization.gd, not memory.
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
.tres/.res, sharing vs duplicate(), and resource_local_to_scene for per-instance state.duplicate, emit_changed, resource_path, and local-to-scene flags used by every data container pattern here.load / threaded requests that power flyweight sharing and preload caches.user:// or res:// and always check the returned Error..tres state.ResourceLoader polling so databases and VFX packs do not hitch the main thread.@export / Array[T] so item and quest Resources stay Inspector-safe..tres files.res:// hygiene before authoring shared .tres databases.class_name, typed arrays, setters, and @tool discipline every custom Resource script depends on.changed / custom signals that drive reactive UI and stats..res beats text .tres at scale.ItemData / inventory Resource arrays defined here.Resource.new() at runtime..tres stats and economy tables are the preferred extract source — build the data layer before regex farms.No reviews yet. Tell others what you thought.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy ECS skill for 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.
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Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
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Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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Bevy ECS skill for moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, sprite.
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