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 mobile. Keywords: Bevy, mobile, android, touch, ASTC, gestures.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this when targeting touch devices. Store listings and OS permission dialogs stay outside the crate. XR is a separate topic.
Touches holds active contacts. PinchGesture is a message for two-finger pinch on iOS and macOS.android-game-activity feature. android-native-activity is the legacy activity.WinitSettings::mobile() waits on input while focused and drops to a one-second wait when unfocused.Window::preferred_screen_edges_deferring_system_gestures takes a ScreenEdge.TextureFormat::Astc on an Image descriptor after the asset loads.[dependencies]
bevy = { version = "0.20", features = ["android-game-activity"] }
Mobile update mode sleeps the loop when the window is backgrounded.
use bevy::winit::WinitSettings;
fn main() {
App::new()
.insert_resource(WinitSettings::mobile())
.add_plugins(DefaultPlugins)
.run();
}
A stick zone turns the first contact into a unit axis. Keyboard and mouse stay on bevy-input-handling.
#[derive(Component, Default)]
struct MoveIntent {
axis: Vec2,
}
#[derive(Resource)]
struct StickZone {
center: Vec2,
radius: f32,
}
fn read_stick(touches: Res<Touches>, zone: Res<StickZone>, mut intents: Query<&mut MoveIntent>) {
let Some(touch) = touches.iter().next() else {
return;
};
let offset = touch.position() - zone.center;
let length = offset.length();
let axis = if length <= zone.radius && length > 0.0 {
offset / zone.radius
} else if length > zone.radius {
offset / length
} else {
Vec2::ZERO
};
for mut intent in &mut intents {
intent.axis = axis;
}
}
Pinch messages adjust a zoom resource. Registering messages is the engine's job for built-in gesture types.
use bevy::input::gestures::PinchGesture;
#[derive(Resource)]
struct CameraZoom(f32);
fn apply_pinch(mut pinches: MessageReader<PinchGesture>, mut zoom: ResMut<CameraZoom>) {
for pinch in pinches.read() {
zoom.0 = (zoom.0 + pinch.0).clamp(0.25, 4.0);
}
}
Defer system gestures on every screen edge, and count ASTC images already in the asset store.
use bevy::render::render_resource::TextureFormat;
use bevy::window::PrimaryWindow;
use bevy::window::ScreenEdge;
fn defer_system_gestures(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
let Ok(mut window) = windows.single_mut() else {
return;
};
window.preferred_screen_edges_deferring_system_gestures = ScreenEdge::All;
}
#[derive(Resource, Default)]
struct AstcCount(usize);
fn count_astc(images: Res<Assets<Image>>, mut count: ResMut<AstcCount>) {
count.0 = images
.iter()
.filter(|(_, image)| matches!(image.texture_descriptor.format, TextureFormat::Astc { .. }))
.count();
}
| Design | Bevy idiom |
|---|---|
| Touch | Touches on Update |
| Android activity | android-game-activity Cargo feature |
| Safe area | ScreenEdge on the primary Window, plus UI padding from bevy-adapt-desktop-to-mobile |
| Background FPS | WinitSettings::mobile() |
Packaging, signing, and store permission prompts are outside this skill. Touch, pinch, screen edges, ASTC detection, and the mobile update mode are the systems 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 | A scene-tree script hung on the 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 | 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 touch-screen or safe-margin project settings. 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.
Official pages stay on unversioned bevy.org URLs. The library pin on bevy-master stays 0.20.0. ScreenEdge is a field on Window. Touch contacts stay on Touches; they are not a separate event struct.
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.