Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy ECS skill for logs and diagnostics. Keywords: Bevy, LogPlugin, DiagnosticsPlugin, FrameTimeDiagnosticsPlugin.
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Load this when a running app should print logs or record frame time, entity count, or process CPU and memory.
LogPlugin is part of DefaultPlugins. Override it with DefaultPlugins.set(LogPlugin { level, filter, .. }). The page's example uses Level::DEBUG and a filter string such as wgpu=error,bevy_render=info,bevy_ecs=trace. The same filter works as RUST_LOG. To bring your own collector, disable this plugin on DefaultPlugins.DiagnosticsPlugin adds the core resources. DiagnosticsStore holds the collection. Diagnostic is a timeline of DiagnosticMeasurement values addressed by DiagnosticPath. RegisterDiagnostic adds register_diagnostic on App.FrameTimeDiagnosticsPlugin adds frame time, fps, and frame count. EntityCountDiagnosticsPlugin adds an entity count. SystemInformationDiagnosticsPlugin adds cpu_usage and mem_usage percent. LogDiagnosticsPlugin prints diagnostics to the console. FrameCount / FrameCountPlugin count frames since start.DefaultPlugins because they use the time plugin for timestamps.DiagnosticsStore when a HUD needs the latest sample. Register a Diagnostic only for a value you measure yourself.[dependencies]
bevy = "0.20"
LogPlugin ships inside DefaultPlugins. Replace its level and filter when the default info stream is too quiet or too loud.
use bevy::log::{Level, LogPlugin};
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(LogPlugin {
filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".into(),
level: Level::DEBUG,
..default()
}))
.run();
}
Frame time, entity count, process CPU and memory, and a console dump are four plugins. Add them after DefaultPlugins so timestamps exist.
use bevy::diagnostic::{
EntityCountDiagnosticsPlugin, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin,
SystemInformationDiagnosticsPlugin,
};
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
FrameTimeDiagnosticsPlugin::default(),
EntityCountDiagnosticsPlugin {
max_history_length: 60,
},
SystemInformationDiagnosticsPlugin,
LogDiagnosticsPlugin::default(),
))
.run();
}
A HUD reads the smoothed frame-time sample from the store. The path constants live on the plugin that recorded them.
use bevy::diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin};
fn read_frame_time(store: Res<DiagnosticsStore>) {
let Some(frame) = store.get(&FrameTimeDiagnosticsPlugin::FRAME_TIME) else {
return;
};
let Some(ms) = frame.smoothed() else {
return;
};
info!("frame {ms:.2} ms");
}
A custom counter is a DiagnosticPath plus register_diagnostic. One system writes the measurement; nothing else mutates that path.
use bevy::diagnostic::{Diagnostic, DiagnosticPath, Diagnostics, RegisterDiagnostic};
const LIVE_ENEMIES: DiagnosticPath = DiagnosticPath::const_new("game/live_enemies");
#[derive(Component)]
struct Enemy;
fn install(app: &mut App) {
app.register_diagnostic(Diagnostic::new(LIVE_ENEMIES).with_max_history_length(60));
}
fn measure_enemies(mut diagnostics: Diagnostics, enemies: Query<(), With<Enemy>>) {
let count = enemies.iter().count() as f64;
diagnostics.add_measurement(&LIVE_ENEMIES, || count);
}
LogPlugin covers level and filter.Diagnostic, DiagnosticPath, and register_diagnostic as in the example above.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 mutable blob shared by every 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 | Read the official 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 Tracy or external profiler setup this file did not open. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No third-party profiling crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned site.
LogPlugin, frame time, entity count, system info, and the log dump.DiagnosticPath, register_diagnostic, and Diagnostics.latest branch.DefaultPlugins and App.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.