Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy ECS skill for runtime cost. Keywords: Bevy, parallel systems, chain, FrameTimeDiagnosticsPlugin, Handles.
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Load this when a system is slow or assets stay in memory. Pair it with bevy-debugging-profiling for the counters.
.chain() forces order and removes that parallelism for the chained set. Put .chain() only on the systems that must see each other's writes.Fixed / FixedMain (bevy::time), not on every Update.FrameTimeDiagnosticsPlugin records frame time, fps, and frame count. EntityCountDiagnosticsPlugin records entity count. SystemInformationDiagnosticsPlugin records process cpu_usage and mem_usage. LogDiagnosticsPlugin prints them. No target milliseconds are stated on those pages.Handle is reference counted. A strong handle kept in a long-lived Resource keeps the asset. The last strong drop removes it from Assets<T>. Assets::add does not deduplicate procedural assets. AssetServer::load reuses a handle while one remains.App after DefaultPlugins. Do not invent a budget resource.Chain only the systems that share a mutable query. Read frame diagnostics from DiagnosticsStore. Keep a strong Handle in a resource only while the asset must stay loaded. Changed<T> skips entities whose component did not change this tick.
[package]
name = "performance"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Damage writes health. The death system is chained after it so it observes the same tick. Movement does not share that query, so it stays outside the chain.
#[derive(Component)]
struct Health(f32);
#[derive(Component)]
struct Velocity(Vec3);
fn apply_damage(mut query: Query<&mut Health>) {
for mut health in &mut query {
health.0 = (health.0 - 1.0).max(0.0);
}
}
fn reap(mut commands: Commands, query: Query<(Entity, &Health)>) {
for (entity, health) in &query {
if health.0 <= 0.0 {
commands.entity(entity).despawn();
}
}
}
fn integrate(time: Res<Time<Fixed>>, mut query: Query<(&Velocity, &mut Transform)>) {
let dt = time.delta_secs();
for (velocity, mut transform) in &mut query {
transform.translation += velocity.0 * dt;
}
}
pub struct SimPlugin;
impl Plugin for SimPlugin {
fn build(&self, app: &mut App) {
app.add_systems(FixedUpdate, (apply_damage, reap).chain())
.add_systems(FixedUpdate, integrate);
}
}
Frame diagnostics record fps. A strong mesh handle in a resource keeps that mesh loaded until the resource is dropped.
use bevy::diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin};
#[derive(Resource)]
struct KeptMesh(Handle<Mesh>);
fn spawn_kept_mesh(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
let handle = meshes.add(Mesh::from(Cuboid::new(1.0, 1.0, 1.0)));
commands.insert_resource(KeptMesh(handle));
}
fn read_fps(diagnostics: Res<DiagnosticsStore>) {
let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) else {
return;
};
let _value = fps.smoothed();
}
pub struct MeasurePlugin;
impl Plugin for MeasurePlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
FrameTimeDiagnosticsPlugin::default(),
LogDiagnosticsPlugin::default(),
))
.add_systems(Startup, spawn_kept_mesh)
.add_systems(Update, read_fps);
}
}
Anchors that moved this tick are the only transforms the follower reads. Changed<Transform> leaves the rest of the query idle.
#[derive(Component)]
struct Marker;
#[derive(Component)]
struct Anchor;
fn follow_changed(
movers: Query<&Transform, (With<Anchor>, Changed<Transform>)>,
mut markers: Query<&mut Transform, (With<Marker>, Without<Anchor>)>,
) {
let Some(source) = movers.iter().next() else {
return;
};
let translation = source.translation;
for mut marker in &mut markers {
marker.translation = translation;
}
}
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 servers, visibility notifiers, or profiler monitors. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No culling or batching API this file did not open. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No third-party profiler 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 latest branch.
.chain().Fixed and FixedMain.latest branch..chain().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.