Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Expert blueprint for VR platforms (Meta Quest, PSVR, SteamVR, Pico) covering XR toolkit (OpenXR), comfort settings (vignetting, snap turning, teleport), motion controls, hand tracking, and 90+ FPS requirements. Use when targeting VR headsets or implementing immersive 3D experiences. Keywords VR, XR, OpenXR, Meta Quest, motion sickness, comfort, locomotion, XRController3D, foveated rendering.
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See how to installReview the instructions the agent will receive before you install.
90+ FPS, comfort-first design, and motion control accuracy define VR development.
BILLBOARD_ENABLED breaks stereoscopic depth cues. Use static MeshInstance3D planes with SubViewports.XRServer to fetch guardian bounds.MANDATORY: After the comfort decision tree, read the matching script before implementing that pattern. Do not invent a bare
use_xr = true/XRController3D.is_button_presseddemo — start from the scripts below.
Expert OpenXR initialization with driver support and feature verification.
Pinch and Grab recognition using XRHandModifier3D for hand tracking.
Snap turn, comfort vignette, and accessibility teleport_to() with guardian/focus failure modes.
Alpha blending and underlay setup for Mixed Reality (AR/VR) transitions.
Expert Foveated Rendering and Variable Rate Shading (VRS) setup.
Complex haptic pulse sequencing using XRController3D triggers.
Non-clipping, physics-following hands that respect environmental solid.
Guardian/Chaperone boundary distance warning logic using XRServer.
Headset-aware pause logic for focus loss (System Menu / Headset Off).
OpenXR Action Map abstraction to decouple logic from hardware buttons.
Always ship teleport (or room-scale only) as an alternative to smooth locomotion.
teleport_to(target_global).teleport_to.These are hard comfort gates, not soft preferences:
environment_blend_mode = ALPHA_BLEND + transparent_bg exposes the camera feed through scene alpha → mixed_reality_manager.gd / vr_passthrough_manager.gd.OpenXRCompositionLayerQuad + SubViewport bypasses lens blur → xr_performance_overlay.gd.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.
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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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