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 adapting a Bevy desktop game to mobile. Keywords: Bevy, mobile, touch, UI, adapt.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this when a desktop window game must accept touch and a smaller layout. Platform features are on bevy-platform-mobile.
Touches lists active contacts. Action mapping lives on bevy-input-handling.Node hit targets and pad the root with a safe-inset Resource. WindowResolution sets the logical size and an optional scale-factor override. WindowScaleFactorChanged reports a live dpi change.Assets<Image>.fn configure_window(mut windows: Query<&mut Window>) {
let Ok(mut window) = windows.single_mut() else {
return;
};
window.resolution.set(720.0, 1280.0);
window.resolution.set_scale_factor_override(Some(2.0));
}
#[derive(Resource, Default)]
struct LastTouch(Option<Vec2>);
fn track_touch(touches: Res<Touches>, mut last: ResMut<LastTouch>) {
last.0 = touches.iter().next().map(|touch| touch.position());
}
#[derive(Component)]
struct TouchTarget;
#[derive(Component)]
struct HudRoot;
#[derive(Resource)]
struct SafeInsets {
top: f32,
bottom: f32,
}
fn enlarge_targets(mut nodes: Query<&mut Node, With<TouchTarget>>) {
for mut node in &mut nodes {
node.min_width = Val::Px(88.0);
node.min_height = Val::Px(88.0);
}
}
fn pad_hud(insets: Res<SafeInsets>, mut roots: Query<&mut Node, With<HudRoot>>) {
for mut node in &mut roots {
node.padding = UiRect {
top: Val::Px(insets.top),
bottom: Val::Px(insets.bottom),
left: Val::Px(12.0),
right: Val::Px(12.0),
};
}
}
use bevy::window::WindowScaleFactorChanged;
fn follow_dpi(
mut scale_events: MessageReader<WindowScaleFactorChanged>,
mut ui_scale: ResMut<UiScale>,
) {
for event in scale_events.read() {
ui_scale.0 = event.scale_factor as f32;
}
}
[dependencies]
bevy = "0.20"
| Need | Bevy approach |
|---|---|
| Pointer | Touches for contacts. Pointer position on a desktop window is Window::cursor_position. |
| Hover-only menus | Actions that require a hover state need a pressed or tapped path as well. |
| Safe margins | SafeInsets resource applied as Node padding. |
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 script field copied onto the entity |
| 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 export-preset or touch-emulation names in Bevy code. WHY: Touches, Window, and UiScale are the documented Bevy pieces.
No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Official links stay on bevy.org. The library pin on bevy-master stays 0.20.0.
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.
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 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.