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.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this when a mesh needs a PBR surface. Custom shader extension points are on bevy-shaders. Lighting is on bevy-3d-lighting.
StandardMaterial (feature blurbs and DistanceFog).ExtendedMaterial on the pbr page.pbr_anisotropy_texture, pbr_multi_layer_material_textures, pbr_specular_textures, pbr_transmission_textures. Check the struct page for field names before writing them.bevy_pbr adds PBR rendering. It is part of the 3d render collection.| Need | Bevy idiom |
|---|---|
| PBR surface | StandardMaterial on MeshMaterial3d, with base_color, metallic, and perceptual_roughness. |
| Extra shader data on that surface | ExtendedMaterial<StandardMaterial, E> where E: MaterialExtension. |
| Transparency | alpha_mode: AlphaMode::Mask for cutout, AlphaMode::Blend for glass. |
[dependencies]
bevy = "0.20"
Spawn a mesh with a metal StandardMaterial. The mesh component is Mesh3d. The material component is MeshMaterial3d<StandardMaterial>.
fn spawn_metal(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
let material = materials.add(StandardMaterial {
base_color: Color::srgb(0.75, 0.15, 0.12),
metallic: 1.0,
perceptual_roughness: 0.25,
reflectance: 0.5,
..default()
});
commands.spawn((Mesh3d(mesh), MeshMaterial3d(material), Transform::default()));
}
Cutout foliage discards fragments under the mask. Glass uses alpha blending and a translucent base color.
fn cutout_leaf(image: Handle<Image>) -> StandardMaterial {
StandardMaterial {
base_color_texture: Some(image),
alpha_mode: AlphaMode::Mask(0.5),
diffuse_transmission: 0.4,
cull_mode: None,
..default()
}
}
fn glass() -> StandardMaterial {
StandardMaterial {
base_color: Color::srgba(0.7, 0.85, 1.0, 0.25),
alpha_mode: AlphaMode::Blend,
metallic: 0.0,
perceptual_roughness: 0.05,
..default()
}
}
One shared asset stays the source of truth. A runtime tint clones the handle's material into a new asset so other meshes keep the original.
fn tint_one_mesh(
mut materials: ResMut<Assets<StandardMaterial>>,
mesh: Query<&MeshMaterial3d<StandardMaterial>>,
) {
let Ok(handle) = mesh.single() else {
return;
};
let Some(source) = materials.get(handle.id()) else {
return;
};
let mut tinted = source.clone();
tinted.base_color = Color::srgb(0.2, 0.45, 0.9);
let _unique = materials.add(tinted);
}
ExtendedMaterial keeps every StandardMaterial field and adds extension data. Register the concrete material type before spawning it.
use bevy::pbr::{ExtendedMaterial, MaterialExtension};
use bevy::render::render_resource::AsBindGroup;
#[derive(Asset, AsBindGroup, TypePath, Clone, Default)]
struct Wear {
#[uniform(100)]
amount: f32,
}
impl MaterialExtension for Wear {}
fn register_wear(app: &mut App) {
app.add_plugins(MaterialPlugin::<ExtendedMaterial<StandardMaterial, Wear>>::default());
}
fn spawn_worn(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, Wear>>>,
) {
let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
let material = materials.add(ExtendedMaterial {
base: StandardMaterial {
base_color: Color::srgb(0.4, 0.35, 0.3),
perceptual_roughness: 0.8,
..default()
},
extension: Wear { amount: 0.6 },
});
commands.spawn((Mesh3d(mesh), MeshMaterial3d(material)));
}
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 | A plain struct stored outside the world |
| 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 material fields this skill did not name. WHY: unnamed fields change between Bevy releases and the compiler is the check.
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. Permalinks stay unversioned.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.
아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.
Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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.
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.