Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Compose Bevy 0.20 entities from small components and systems. Use when spawning tuples with Commands, filtering Query with With, ordering writers with chain, or attaching ChildOf. Keywords: Bevy, ECS, Component, Query, Commands, chain, ChildOf.
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Load this when gameplay data should be split across small components and systems, instead of one type that owns everything. The Quick Start ECS page is the source for the names below.
Component. The ECS page splits Person and Name so more than one kind of entity can carry a name.Commands in a Startup system. The page spawns a tuple of components: commands.spawn((Person, Name(...))).Query<&Name, With<Person>> reads names on entities that also have Person. Query<&mut Name, With<Person>> writes. Register with add_systems.Startup runs once. Update runs afterward. Systems run in parallel unless you call .chain(). The page chains update_people before greet_people and leaves an unrelated system outside the chain.Spawn a tuple of components. A parent and child use ChildOf. Change detection uses Changed.
| Need | Bevy idiom |
|---|---|
| Has-a parts on one object | Several Component structs on one entity |
| Behavior | A system function over a Query |
| Spawn at start | Commands in a Startup system |
| Ordered steps | .chain() on the systems that depend on each other |
| Parent and child | ChildOf on the child entity |
ChildOf, Changed, and .chain() are in the examples below.[package]
name = "ecs-composition"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
People carry a name. Greeting runs after the rename, in one chain.
#[derive(Component)]
struct Person;
#[derive(Component)]
struct Name(String);
fn spawn_people(mut commands: Commands) {
commands.spawn((Person, Name("Ada".to_string())));
commands.spawn(Name("crate".to_string()));
}
fn update_people(mut people: Query<&mut Name, With<Person>>) {
for mut name in &mut people {
name.0.push('!');
}
}
fn greet_people(people: Query<&Name, With<Person>>) {
for name in &people {
let _label = name.0.as_str();
}
}
fn count_names(names: Query<&Name>) {
let _total = names.iter().count();
}
pub struct PeoplePlugin;
impl Plugin for PeoplePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_people).add_systems(
Update,
(update_people, greet_people).chain(),
);
app.add_systems(Update, count_names);
}
}
count_names only reads Name and stays outside the chain that writes it.
Parent, child, and a system that runs when a name changes.
#[derive(Component)]
struct Name(String);
fn spawn_family(mut commands: Commands) {
let parent = commands.spawn(Name("parent".to_string())).id();
commands.spawn((Name("child".to_string()), ChildOf(parent)));
}
fn on_rename(renamed: Query<&Name, Changed<Name>>) {
for name in &renamed {
let _label = name.0.as_str();
}
}
pub struct FamilyPlugin;
impl Plugin for FamilyPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_family)
.add_systems(Update, on_rename);
}
}
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 single component that stores every behavior for an entity. WHY: composition is small components plus systems that query them.
No Bundle API that this file did not open. 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.
Component, Query, With, Commands, Startup, Update, and .chain().App holds the World and the Schedule.latest branch.App shell.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.
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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.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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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.