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 particle effects. Use when spawning a one-shot burst or a trail of sprite motes with life and velocity. Keywords: Bevy, particles, burst, trail, Sprite, ECS.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this before adding a burst, trail, or GPU particle effect. Particle effects are yours to build in ECS. Do not invent a particle plugin.
Particle) and each emitter (Emitter). A Sprite is the visible quad.FixedUpdate, chained so a mote spawned this step is integrated next step.| Godot idea | Bevy idiom |
|---|---|
| CPU particles | Entities with Particle, Sprite, and Transform |
| GPU particles | The same entities, drawn by the sprite pipeline |
| One-shot burst | Spawn a fixed count, then despawn when life hits zero |
Bevy ships no particle module. A burst is a spawn loop over Sprite entities. A trail is an emitter component that spends a rate accumulator.
[package]
name = "particles"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
rand = "0.9"
A one-shot burst scatters sprites. Each mote stores velocity and remaining life.
use rand::Rng;
#[derive(Component)]
struct Particle {
velocity: Vec2,
life: f32,
}
fn burst(mut commands: Commands) {
let mut rng = rand::rng();
for _ in 0..24 {
let angle = rng.random_range(0.0..std::f32::consts::TAU);
let speed = rng.random_range(1.0..4.0);
commands.spawn((
Particle {
velocity: Vec2::new(angle.cos(), angle.sin()) * speed,
life: rng.random_range(0.3..0.8),
},
Sprite {
color: Color::srgba(1.0, 0.45, 0.1, 1.0),
custom_size: Some(Vec2::splat(6.0)),
..default()
},
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
}
Integration writes Transform and despawns when life expires. Gravity is a constant acceleration on Y.
#[derive(Component)]
struct Particle {
velocity: Vec2,
life: f32,
}
fn simulate(
time: Res<Time<Fixed>>,
mut commands: Commands,
mut motes: Query<(Entity, &mut Transform, &mut Particle, &mut Sprite)>,
) {
let dt = time.delta_secs();
for (entity, mut transform, mut particle, mut sprite) in &mut motes {
particle.life -= dt;
if particle.life <= 0.0 {
commands.entity(entity).despawn();
continue;
}
particle.velocity.y -= 6.0 * dt;
transform.translation.x += particle.velocity.x * dt;
transform.translation.y += particle.velocity.y * dt;
sprite.color.set_alpha(particle.life.clamp(0.0, 1.0));
}
}
An emitter on a moving entity spends accumulator and spawns motes at its translation. That is a trail.
use rand::Rng;
#[derive(Component)]
struct Emitter {
rate: f32,
accumulator: f32,
}
#[derive(Component)]
struct Particle {
velocity: Vec2,
life: f32,
}
fn emit(
time: Res<Time<Fixed>>,
mut commands: Commands,
mut emitters: Query<(&Transform, &mut Emitter)>,
) {
let dt = time.delta_secs();
let mut rng = rand::rng();
for (transform, mut emitter) in &mut emitters {
emitter.accumulator += emitter.rate * dt;
while emitter.accumulator >= 1.0 {
emitter.accumulator -= 1.0;
commands.spawn((
Particle {
velocity: Vec2::new(rng.random_range(-0.4..0.4), rng.random_range(0.2..1.0)),
life: 0.6,
},
Sprite {
color: Color::srgba(0.7, 0.7, 0.7, 0.8),
custom_size: Some(Vec2::splat(4.0)),
..default()
},
Transform::from_translation(transform.translation),
));
}
}
}
fn simulate(
time: Res<Time<Fixed>>,
mut commands: Commands,
mut motes: Query<(Entity, &mut Transform, &mut Particle, &mut Sprite)>,
) {
let dt = time.delta_secs();
for (entity, mut transform, mut particle, mut sprite) in &mut motes {
particle.life -= dt;
if particle.life <= 0.0 {
commands.entity(entity).despawn();
continue;
}
particle.velocity.y -= 6.0 * dt;
transform.translation.x += particle.velocity.x * dt;
transform.translation.y += particle.velocity.y * dt;
sprite.color.set_alpha(particle.life.clamp(0.0, 1.0));
}
}
pub struct ParticlePlugin;
impl Plugin for ParticlePlugin {
fn build(&self, app: &mut App) {
app.add_systems(FixedUpdate, (emit, simulate).chain());
}
}
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 Godot node script |
| 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 Godot particle node types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No named particle crate as the chosen solution. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
bevy crate - API reference and Cargo feature list.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.