Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy ECS skill for shaders. Keywords: Bevy, shader, material, bevy_shader, bevy_material, StandardMaterial.
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Load this when a surface needs a custom material or a full-screen effect. StandardMaterial field lists stay on bevy-3d-materials. Shader source is WGSL loaded as an asset.
AssetServer loads a Shader from a path. ShaderRef::Handle or a path string points a material at that asset.Material, derive AsBindGroup, and register MaterialPlugin::<T>. The engine extracts materials. Do not schedule a shader compiler.Bloom is a camera component from bevy::post_process. It requires an HDR camera, which the component requests itself.[dependencies]
bevy = "0.20"
A material stores a color uniform and names its fragment shader. Register the plugin before any system spawns that material.
use bevy::pbr::{Material, MaterialPlugin};
use bevy::render::render_resource::AsBindGroup;
use bevy::shader::ShaderRef;
#[derive(Asset, TypePath, AsBindGroup, Clone)]
struct PulseMaterial {
#[uniform(0)]
color: LinearRgba,
}
impl Material for PulseMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/pulse.wgsl".into()
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(MaterialPlugin::<PulseMaterial>::default())
.run();
}
Spawn uses the same mesh and material components as a PBR surface. The asset store owns the material.
use bevy::pbr::Material;
use bevy::render::render_resource::AsBindGroup;
use bevy::shader::ShaderRef;
#[derive(Asset, TypePath, AsBindGroup, Clone)]
struct PulseMaterial {
#[uniform(0)]
color: LinearRgba,
}
impl Material for PulseMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/pulse.wgsl".into()
}
}
fn spawn_pulse(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<PulseMaterial>>,
) {
let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
let material = materials.add(PulseMaterial {
color: LinearRgba::rgb(0.2, 0.7, 0.9),
});
commands.spawn((
Mesh3d(mesh),
MeshMaterial3d(material),
Transform::default(),
));
}
Load the shader yourself when the handle must be explicit. ShaderRef accepts that handle.
use bevy::shader::{Shader, ShaderRef};
#[derive(Resource)]
struct PulseShader(Handle<Shader>);
fn load_pulse(asset_server: Res<AssetServer>, mut commands: Commands) {
let handle: Handle<Shader> = asset_server.load("shaders/pulse.wgsl");
commands.insert_resource(PulseShader(handle));
}
fn shader_ref(shader: Res<PulseShader>) -> ShaderRef {
shader.0.clone().into()
}
Bloom is the full-screen pass. Intensity is the scene-wide scatter amount.
use bevy::post_process::bloom::Bloom;
fn spawn_bloom_camera(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
Bloom {
intensity: 0.2,
..default()
},
));
}
| Design | Bevy idiom |
|---|---|
| ShaderMaterial | Material plus a WGSL path in fragment_shader |
| Spatial shader | Vertex and fragment ShaderRef on that material |
| Full-screen pass | Bloom (or another bevy::post_process component) on the camera |
WGSL entry points live in the shader file the ShaderRef names. Bindings are the AsBindGroup fields on the material struct. Pipeline specialization stays inside the material plugin.
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 | A scene-tree script hung on the entity |
| 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 Godot shader language or hint syntax. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Official pages stay on unversioned bevy.org URLs. The library pin on bevy-master stays 0.20.0. Custom surfaces use Material, AsBindGroup, and MaterialPlugin. StandardMaterial field lists stay on bevy-3d-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.
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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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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.
The English summary is being prepared. Showing the original description.