Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
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See how to installReview the instructions the agent will receive before you install.
Load this when a 2D design should gain a 3D camera and meshes. Keep gameplay components. Swap the camera and the drawable.
Camera2d and Camera3d are already documented on bevy-camera-systems. An entity should not keep both as if they were one camera mode unless that skill says so.Sprite is 2D. Meshes and StandardMaterial are 3D (bevy-3d-materials).2d and 3d profiles. Enabling 3D does not delete 2D types.| Keep | Replace |
|---|---|
| Gameplay components on the actor | Sprite with Mesh3d and MeshMaterial3d |
| The camera entity | Camera2d with Camera3d and a perspective Projection |
| Planar motion as data | Vec2 velocity with a Vec3 wish on XZ |
There is no conversion helper. A startup system rewrites the entities you already spawned. Physics solvers stay on the physics skills.
[dependencies]
bevy = "0.20"
use bevy::mesh::Meshable;
#[derive(Component)]
struct Actor;
#[derive(Component)]
struct PlanarVelocity(Vec2);
#[derive(Component)]
struct WishVelocity(Vec3);
fn promote_actors(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
actors: Query<(Entity, &Transform), (With<Actor>, With<Sprite>)>,
) {
let mesh = meshes.add(Cuboid::new(0.8, 1.6, 0.8).mesh());
let material = materials.add(StandardMaterial {
base_color: Color::srgb(0.75, 0.45, 0.25),
..default()
});
for (entity, transform) in &actors {
let ground = Vec3::new(transform.translation.x, 0.8, transform.translation.y);
commands.entity(entity).remove::<Sprite>().insert((
Mesh3d(mesh.clone()),
MeshMaterial3d(material.clone()),
Transform::from_translation(ground),
));
}
}
fn promote_camera(mut commands: Commands, cameras: Query<Entity, With<Camera2d>>) {
for entity in &cameras {
commands.entity(entity).remove::<Camera2d>().insert((
Camera3d::default(),
Projection::Perspective(PerspectiveProjection::default()),
Transform::from_xyz(0.0, 6.0, 12.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
}
fn lift_velocity(mut actors: Query<(&PlanarVelocity, &mut WishVelocity), With<Actor>>) {
for (planar, mut wish) in &mut actors {
wish.0 = Vec3::new(planar.0.x, 0.0, planar.0.y);
}
}
pub struct AdaptTo3dPlugin;
impl Plugin for AdaptTo3dPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, (promote_actors, promote_camera).chain())
.add_systems(FixedUpdate, lift_velocity);
}
}
fn spawn_follow_camera(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
Projection::Perspective(PerspectiveProjection {
fov: 50.0_f32.to_radians(),
..default()
}),
Transform::from_xyz(0.0, 4.0, 8.0).looking_at(Vec3::new(0.0, 1.0, 0.0), Vec3::Y),
));
}
Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.
| Piece | Owner | Who may mutate | Schedule |
|---|---|---|---|
| Data on one entity | Component | One system via Query | Update or FixedMain |
| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() | The chained systems only | Same schedule |
| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
| If you need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query | One script that owns the whole actor |
| App-wide config or clock | Resource | Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup | Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |
| An API outside the documented set | Check the official docs first | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.
Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.
Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
No node convert-to-3D operation from another engine. WHY: Bevy has no scene-tree convert; a startup system removes Sprite and inserts mesh components on the same entity.
No foreign engine types in Bevy code. WHY: Camera3d and Mesh3d are the draw path this schedule already runs.
No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
The library pin on bevy-master stays 0.20.0. Load references/ecs-ownership.md when a system both removes 2D components and writes a velocity. Do not load it to author materials.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.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.
The English summary is being prepared. Showing the original description.
Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for moving a Bevy game from 3D to 2D. Keywords: Bevy, 3D, 2D, adapt, sprite, camera.
The English summary is being prepared. Showing the original description.