Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Place Bevy 0.20 gameplay data on a Component or a Resource. Use when choosing Query versus Res/ResMut, insert_resource, Time and Timer, or a RON/asset handle stored once for the app. Keywords: Bevy, Resource, Res, ResMut, Component, Timer, AssetServer.
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Load this when you are deciding where a piece of data lives: on many entities, or once for the whole app. The Resources page and the ECS page are the source for the names below.
Component, Query). Use them when many things carry the same kind of fields.Resource). The Resources page names elapsed time, asset collections, and renderers as examples. Access them with Res<T> (read) and ResMut<T> (write).insert_resource places a resource on the App. The page's sample derives Resource on GreetTimer(Timer) and inserts Timer::from_seconds(2.0, TimerMode::Repeating).Time is inserted by add_plugins(DefaultPlugins). time.delta() is the elapsed time since the last update. Timer::tick and just_finished are the page's timer methods.Res<Time> and ResMut<GreetTimer> inside an Update system. Startup versus update is on the ECS page.A resource can hold asset handles loaded through AssetServer. The handles are data; the loader stays on the asset server.
| Need | Bevy idiom |
|---|---|
| Data on one gameplay thing | A Component |
| One copy for the whole app | A Resource inserted with insert_resource |
| Shared clock | Time from DefaultPlugins, or your own Resource |
| Authored data file | serde plus ron::from_str into a Resource, or Handle<Mesh> from AssetServer |
insert_resource calls are in the examples below.[package]
name = "data-resources"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
serde = { version = "1", features = ["derive"] }
ron = "0.10"
One greet timer resource, ticked from Time on Update.
#[derive(Resource)]
struct GreetTimer(Timer);
fn greet(time: Res<Time>, mut timer: ResMut<GreetTimer>) {
timer.0.tick(time.delta());
if timer.0.just_finished() {
let _ready = true;
}
}
pub struct GreetPlugin;
impl Plugin for GreetPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(GreetTimer(Timer::from_seconds(2.0, TimerMode::Repeating)))
.add_systems(Update, greet);
}
}
fn main() {
App::new().add_plugins(DefaultPlugins).add_plugins(GreetPlugin).run();
}
Per-entity speed stays a component. The shared multiplier stays a resource.
#[derive(Component)]
struct BaseSpeed(f32);
#[derive(Component)]
struct Speed(f32);
#[derive(Resource)]
struct SpeedScale(f32);
fn scale_speed(scale: Res<SpeedScale>, mut bodies: Query<(&BaseSpeed, &mut Speed)>) {
for (base, mut speed) in &mut bodies {
speed.0 = base.0 * scale.0;
}
}
pub struct SpeedPlugin;
impl Plugin for SpeedPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(SpeedScale(1.0))
.add_systems(Startup, |mut commands: Commands| {
commands.spawn((BaseSpeed(4.0), Speed(4.0)));
})
.add_systems(Update, scale_speed);
}
}
Load a scene handle into a resource, and parse a RON table into another.
use serde::Deserialize;
#[derive(Resource)]
struct LevelAssets {
mesh: Handle<Mesh>,
}
#[derive(Deserialize, Resource)]
struct Tuning {
speed: f32,
}
fn load_level(mut commands: Commands, assets: Res<AssetServer>) {
commands.insert_resource(LevelAssets {
mesh: assets.load("models/gate.glb#Mesh0/Primitive0"),
});
}
fn tuning_from_ron(raw: &str) -> Result<Tuning, ron::error::SpannedError> {
ron::from_str(raw)
}
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 struct that stores every entity's fields |
| 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 | Read the linked Bevy pages | 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 packed scene or node-script stand-ins for Resource. WHY: app-wide data is a Resource inserted on the App or Commands.
No invented asset or serialization APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No third-party crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
The library pin on bevy-master stays 0.20.0. Official links stay on the unversioned learn pages.
Resource, Res, ResMut, insert_resource, Time, Timer, TimerMode.Component and Query for per-entity data.World.latest branch.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.