Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED.
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Run score Not tested
See how to installReview the instructions the agent will receive before you install.
Expert guidance for porting desktop games to mobile platforms.
MANDATORY: Read the appropriate script before implementing the corresponding pattern. Do not paste joystick/gesture/UI tutorials inline.
MANDATORY for move sticks — Joystick appears where the user touches the left half (prefer over fixed-position recipes).
Fixed-base stick Control — use when UI art requires a static well; otherwise prefer dynamic_joystick_spawner.
MANDATORY for swipe/pinch — Duration/distance/multi-touch ratio → signals.
MANDATORY for Control remaps — Scales/reanchors desktop HUD for thumb reach + density.
Adaptive scaling_3d_scale to hold 60FPS while keeping 2D UI sharp.
MANDATORY — NOTIFICATION_APPLICATION_PAUSED → Engine.max_fps = 1 + pause physics.
DisplayServer.get_display_safe_area() padding for notches / hole-punch.
1-finger pan + 2-finger pinch Camera2D.
Input.vibrate_handheld + iOS plugin hook pattern.
Strip SSS/clearcoat/heavy shading on weak mobile renderers.
Virtual keyboard occlusion → tween UI up. Use for LineEdit/TextEdit focus — not a substitute for HUD scaling.
| Need | Script |
|---|---|
| Scale/reanchor HUD, spawn virtual sticks, thumb-reach density | mobile_ui_adapter |
| OS virtual keyboard covers focused text field | on_screen_keyboard_handler (often both: adapter for layout, OSK handler for text fields) |
MANDATORY — Persist on App Pause (WM_CLOSE is unreliable on mobile kill).
| Genre | Recommended Control | Script |
|---|---|---|
| Platformer | Virtual joystick (left) + jump button (right) | dynamic_joystick_spawner / virtual_joystick |
| Top-down shooter | Dual-stick (move left, aim right) | dynamic_joystick_spawner ×2 |
| Turn-based | Direct tap on units/tiles | gesture_combo_system (tap) |
| Puzzle | Tap, swipe, pinch | gesture_combo_system |
| Card game | Drag-and-drop | mobile_ui_adapter + drag Controls |
| Racing | Tilt or tap left/right | platform-mobile / Input sensors |
event.index per stickInputEventMouseButton and InputEventScreenTouchFull port recipes → mobile-port-deep.md.
MANDATORY when porting beyond the decision matrix: read mobile-port-deep.md. Do NOT Load it for a first-pass control remap.
await RenderingServer.frame_post_draw + viewport image.OS.get_memory_info() — do not spam heavy allocs while monitoring.Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.
InputEventScreenTouch / InputEventScreenDrag replace hover/mouse-motion assumptions on mobile.scaling_3d_scale / FSR tradeoffs used by adaptive quality when mobile GPUs miss frame budget.NOTIFICATION_APPLICATION_PAUSED / resume lifecycle that mobile OSes use instead of reliable window-close saves.get_display_safe_area(), virtual keyboard APIs, and screen metrics behind notches and OSK occlusion.mobile/android/ios), display stretch, and renderer defaults that every port branch depends on.scaling_3d_scale and material fallbacks are not enough.mobile_shader_fallback disables on weak renderers.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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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.
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