Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Expert blueprint for responsive UI layouts using Container nodes (HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, HFlowContainer, SubViewportContainer). Covers size flags, anchors, split containers, virtual_list pooling, stretch_shrink previews, and dynamic layouts. Use when building adaptive interfaces OR implementing responsive menus. Keywords: Container, HBoxContainer, VBoxContainer, GridContainer, HFlowContainer, SubViewportContainer, virtual_list, stretch_shrink, size_flags, EXPAND_FILL, anchors, responsive.
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See how to installReview the instructions the agent will receive before you install.
| Need | Prefer | MANDATORY script |
|---|---|---|
| Breakpoint shell / full-screen adaptive root | Margin + Box containers | responsive_layout_builder.gd |
| Fixed columns that change with width | GridContainer | responsive_grid.gd / responsive_inventory_grid.gd |
| Wrapping chips / tags | HFlowContainer | responsive_tag_cloud.gd |
| Thousands of scroll rows | Virtual pool (not raw children) | virtual_list.gd |
| Log/chat autoscroll | ScrollContainer | terminal_autoscroll.gd |
| 3D character/item preview in UI | SubViewportContainer | viewport_3d_preview.gd |
| Deep nesting causing layout spikes | Anchors/offsets instead | performance_anchor_layout.gd |
| Radial/wheel menus | Custom Container | custom_radial_container.gd |
| Scenario | Load | Do NOT load |
|---|---|---|
| Inventory / shop grid | responsive_grid.gd / responsive_inventory_grid.gd | custom_radial_container.gd, viewport_3d_preview.gd |
| Tag cloud / chip wrap | responsive_tag_cloud.gd | Grid column scripts, virtual_list.gd |
| Thousands of log/chat rows | virtual_list.gd + terminal_autoscroll.gd | Inventory/radial/viewport scripts |
| 3D item/character preview | viewport_3d_preview.gd | Radial menu + inventory grid scripts |
| Radial / wheel menu | custom_radial_container.gd | Virtual list + tag cloud |
| Deep nesting / layout spikes | performance_anchor_layout.gd | Full responsive builder catalog |
Virtual List Pooling — recycle a small Control pool + spacer height for O(1) ScrollContainer rows.
Expert container builder with breakpoint-based responsive layouts.
Auto-adjusting GridContainer that changes column count based on available width.
Expert logic for dynamic Grid columns based on available width and item minimum size.
Safe ScrollContainer management. Handles the common "one-frame delay" bug when adding logs or chat.
High-performance 3D-in-UI setup. Uses stretch_shrink and transparent_bg for character previews.
Pattern for dynamic tab spawning, custom titles, and tab closing logic.
Wrapping item lists using HFlowContainer, essential for tag clouds and responsive menus.
Optimization architecture. Replaces deep container nesting with lightweight Anchor and Offset logic.
Expert custom container logic implementing a radial/circle layout via NOTIFICATION_SORT_CHILDREN.
Dynamic sibling reordering and animation logic for interactive UI lists.
Enforcing strict aspect ratios (e.g. 1:1, 16:9) across fluid window resizes using AspectRatioContainer.
Advanced sizing logic using SIZE_EXPAND_FILL and stretch_ratio for weighted layouts.
mouse_filter properties; strictly set to PASS or IGNORE on overlay containers to prevent them from blocking clicks to underlying buttons.ScrollContainer; strictly use Virtual List Pooling — MANDATORY read virtual_list.gd (VScrollBar hook + single spacer child) for O(1) rendering performance.AspectRatioContainer to lock proportions (e.g., 2:3 ratio) while allowing parent containers to handle scaling.position or size in a Container — Containers override child transforms during queue_sort(). Use custom_minimum_size or size_flags instead [1].size_flags for expansion — Default is SIZE_SHRINK_BEGIN. Children will stay tiny unless you set SIZE_EXPAND_FILL for responsive containers.GridContainer without setting columns — Default is 1, creating a simple vertical list. For responsive wrapping, use HFlowContainer instead [8].add_theme_constant_override("separation", value) for professional breathing room.ScrollContainer without a minimum size — Without it, the container may collapse to zero or expand infinitely, breaking the scroll mechanism.await get_tree().process_frame before setting scroll_vertical [5].SubViewportContainer to change its size — This distorts the rendered contents. Adjust margins or use stretch and stretch_shrink properties instead [2].mouse_filter on default for layered Viewports — Input events might not reach children. Use MOUSE_FILTER_PASS or STOP to ensure events drill down [6].GridContainer for responsive wrapping — Use HFlowContainer if you want items to wrap based on width. GridContainer enforces a strict column count [7].position directly inside a container — Use Tween on custom_minimum_size to smoothly "push" siblings during transitions [1].Standard pattern for local multiplayer or comparisons using HSplitContainer.
# split_screen.gd
func setup_split(v1: SubViewport, v2: SubViewport):
var hsplit = HSplitContainer.new()
var c1 = SubViewportContainer.new()
c1.stretch = true # Resize viewport to match container
c1.add_child(v1)
hsplit.add_child(c1)
# repeat for c2/v2...
High-performance list for thousands of items. MANDATORY: implement via virtual_list.gd (setup_pool + set_data) — do not paste a one-off scroll recycler inline.
Responsive cards that maintain proportions (e.g., 2:3) in any grid or flow container.
# card_grid.gd
func add_card(texture: Texture2D):
var arc = AspectRatioContainer.new()
arc.ratio = 0.66 # 2:3 proportions
arc.stretch_mode = AspectRatioContainer.STRETCH_FIT
var tr = TextureRect.new()
tr.texture = texture
tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
arc.add_child(tr)
grid_container.add_child(arc)
Size-flag recipes: MANDATORY container_size_flags_pro.gd — do not paste beginner
SIZE_EXPAND_FILLtutorials inline.
LLM-ignorance rule: if a general agent would not know it before reading, it lives here or in
scripts/— never delete, only move.
| Topic | Reference |
|---|---|
| Anchors, flags, separation | container-layout-recipes.md |
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.
@onready, and safe child rebuild loops used when building grids/tabs at runtime.separation, margins) and type variations style container chrome without hardcoding colors in layout code.custom_minimum_size / reorder feedback instead of tweening position inside Containers.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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