Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Expert blueprint for HTML5/web export on Compatibility (WebGL 2.0): JavaScriptBridge, localStorage wrapper, custom loading shells, COOP/COEP hosts, relative paths, beforeunload, visibility pause, and size optimization. WebGPU is out of scope. Keywords: web, HTML5, WebGL, Compatibility, JavaScriptBridge, localStorage, COOP, COEP, canvas, browser API.
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See how to installReview the instructions the agent will receive before you install.
localStorage / IndexedDB via JavaScriptBridge).await / threaded workers where available.SharedArrayBuffer need cross-origin isolation.visibilitychange.SharedArrayBuffer (see exporting-for-web docs).index.html / PCK/WASM URLs must be relative so /game/ subpaths work.beforeunload — Wire web_navigation_guard.gd when unsaved progress exists.MANDATORY: For saves, load web_local_storage_wrapper.gd — do not paste
JavaScriptBridge.eval("localStorage.setItem...")string recipes.
Quota-safe localStorage via get_interface + JSON (no eval string interpolation).
Two-way JS↔GD with create_callback (keep callback refs alive).
Canvas resize to browser viewport.
Suppress context menu / spacebar scroll defaults.
Remote PCK/resource fetch patterns.
Async clipboard via Navigator API.
Pause engine/audio on tab hide.
beforeunload unsaved-progress guard.
window.open with noopener.
VRAM/draw stats to JS console.
scripts/create_callback bridge (keep refs alive).CAUTION: Never persist via
JavaScriptBridge.eval("localStorage.setItem('%s')" % data)— injection/escaping bugs. Use web_local_storage_wrapper.gd.
pwa_update_available → pwa_update() when pwa_needs_update().PWA lifecycle, JSON-RPC bridge, localStorage anti-patterns, size knobs — references/web-elite-patterns.md.
<!-- index.html custom loading — keep asset URLs relative -->
<div id="loading-screen">
<div class="progress-bar"><div id="progress" style="width: 0%"></div></div>
<p id="status-text">Loading...</p>
</div>
<script>
const engine = new Engine(CONFIG);
engine.startGame({
onProgress: function(current, total) {
const percent = Math.floor((current / total) * 100);
document.getElementById('progress').style.width = percent + '%';
document.getElementById('status-text').innerText = `Loading ${percent}%`;
}
}).then(() => {
document.getElementById('loading-screen').style.display = 'none';
});
</script>
if OS.has_feature("web"):
# Web-only: storage wrapper, visibility pause, navigation guard
pass
[rendering]
textures/vram_compression/import_s3tc_bptc=true
textures/vram_compression/import_etc2_astc=true
func _ready() -> void:
if OS.has_feature("web"):
JavaScriptBridge.pwa_update_available.connect(_on_pwa_update)
func _on_pwa_update() -> void:
if JavaScriptBridge.pwa_needs_update():
JavaScriptBridge.pwa_update()
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.
SharedArrayBuffer.eval, get_interface, and create_callback contracts for two-way GD↔JS bridges.Engine/startGame progress callbacks used by custom loading screens.user:///FileAccess persistence is unreliable in browser sandboxes versus localStorage/IndexedDB.visibilitychange and beforeunload guards.web), Compatibility renderer defaults, and display stretch settings every HTML5 export branch depends on.localStorage wrappers must not invent ad hoc.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.
The English summary is being prepared. Showing the original description.