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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Load this when a 3D scene needs lights. Materials stay on bevy-3d-materials. Spawn light entities; clustering and shadow extraction stay engine-owned.
bevy::light says it provides directional, point, and spot lights, plus light probes, atmosphere, volumetrics, and shadow configuration.bevy_light is described the same way on the crate feature list.DirectionalLightViewEntities, ExtractedDirectionalLight, ExtractedPointLight, ExtractedRectLight, GpuClusteredLight (point, spot, or rectangle), DistanceFog, LightProbePlugin, ContactShadows.| Need | Spawn |
|---|---|
| Sun | DirectionalLight plus CascadeShadowConfig on one entity. |
| Local omni | PointLight (intensity in lumens, range in meters). |
| Cone | SpotLight with inner_angle and outer_angle in radians. |
| Distance haze | DistanceFog on the camera entity. |
| Local image-based lighting | LightProbe with EnvironmentMapLight cubemap handles. |
bevy_solari is the experimental raytraced-lighting Cargo feature. These examples use the raster lights in bevy::light.
[dependencies]
bevy = "0.20"
use bevy::light::{
CascadeShadowConfig, CascadeShadowConfigBuilder, DirectionalLightShadowMap, SunDisk,
};
fn spawn_sun(mut commands: Commands) {
commands.insert_resource(DirectionalLightShadowMap { size: 4096 });
let cascades: CascadeShadowConfig = CascadeShadowConfigBuilder {
num_cascades: 4,
minimum_distance: 0.1,
first_cascade_far_bound: 10.0,
maximum_distance: 500.0,
overlap_proportion: 0.2,
}
.into();
commands.spawn((
DirectionalLight {
illuminance: 10_000.0,
shadow_maps_enabled: true,
shadow_depth_bias: DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS,
shadow_normal_bias: DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS,
color: Color::srgb(1.0, 0.96, 0.9),
..default()
},
cascades,
SunDisk::EARTH,
Transform::from_rotation(Quat::from_euler(EulerRot::XYZ, -0.8, 0.4, 0.0)),
));
}
pub struct SunPlugin;
impl Plugin for SunPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_sun);
}
}
fn spawn_local_lights(mut commands: Commands) {
commands.spawn((
PointLight {
intensity: 800.0,
range: 8.0,
radius: 0.1,
shadow_maps_enabled: false,
color: Color::srgb(1.0, 0.65, 0.3),
..default()
},
Transform::from_xyz(2.0, 1.5, 0.0),
));
commands.spawn((
SpotLight {
intensity: 4_000.0,
range: 18.0,
inner_angle: 0.2,
outer_angle: 0.45,
shadow_maps_enabled: true,
color: Color::WHITE,
..default()
},
Transform::from_xyz(0.0, 2.2, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
fn spawn_fog_camera(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
DistanceFog {
color: Color::srgb(0.65, 0.7, 0.78),
directional_light_color: Color::srgb(1.0, 0.9, 0.7),
directional_light_exponent: 8.0,
falloff: FogFalloff::Linear {
start: 20.0,
end: 90.0,
},
},
Transform::from_xyz(0.0, 2.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
fn orbit_sun(time: Res<Time>, mut suns: Query<&mut Transform, With<DirectionalLight>>) {
for mut transform in &mut suns {
transform.rotation = Quat::from_euler(
EulerRot::XYZ,
-std::f32::consts::FRAC_PI_2 + time.elapsed_secs() * 0.04,
0.35,
0.0,
);
}
}
fn keep_nearest_point_shadows(
camera: Query<&GlobalTransform, With<Camera3d>>,
mut lights: Query<(&GlobalTransform, &mut PointLight)>,
) {
let Ok(view) = camera.single() else {
return;
};
let origin = view.translation();
let mut ranked: Vec<(f32, Mut<PointLight>)> = lights
.iter_mut()
.map(|(transform, light)| (transform.translation().distance(origin), light))
.collect();
ranked.sort_by(|a, b| a.0.total_cmp(&b.0));
for (index, (_, light)) in ranked.iter_mut().enumerate() {
light.shadow_maps_enabled = index < 4;
}
}
pub struct LightingPlugin;
impl Plugin for LightingPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, (spawn_local_lights, spawn_fog_camera))
.add_systems(Update, (orbit_sun, keep_nearest_point_shadows).chain());
}
}
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 | One script that owns the whole actor |
| 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 light-node types from another engine. WHY: a ported node API will not cluster, extract, or cast cascades the way bevy::light does.
No foreign engine types in Bevy code. WHY: the schedule, queries, and light components only exist on Bevy entities.
No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
The library pin on bevy-master stays 0.20.0. Load references/ecs-ownership.md when deciding whether a light value is a component or a resource. Do not load it for material authoring.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for moving a Bevy game from 3D to 2D. Keywords: Bevy, 3D, 2D, adapt, sprite, camera.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.