본문으로 건너뛰기
cccskills
무료GitHub에 공개

bevy-platform-web

Ship a Bevy 0.20 app to the browser: wasm32 canvas Window, one of webgl2 or webgpu, and asset paths the page can serve. Use when the same ECS app must run in a browser. Keywords: Bevy, wasm, web, webgl2, webgpu, canvas, Window.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

설치 방법 보기

포함된 파일(2)

  • SKILL.md7.4 KB
  • references/ecs-ownership.md773 B

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Bevy web platform

When to use

Load this when the same app should run in a browser. Packaging pipelines are not specified here.

ECS shape

  • Features opened: web (browser APIs, wasm32 only), webgl2 (limitations so Wasm can use WebGL2), webgpu (overrides webgl2; Wasm with WebGPU only).
  • Asset note: http and https features enable remote asset download and warn about security. web_asset_cache caches downloads and currently never invalidates entries.
  • Clipboard: clipboard_image says it is not supported on WASM.
  • Window: the same Window component describes the canvas. Set canvas, fit_canvas_to_parent, and resolution on the primary window.

Feature choice

NeedBevy path
Browser buildwasm32-unknown-unknown. Enable webgl2 or webgpu in Cargo; those two features conflict.
Graphics backendwebgl2 or webgpu. Enable one.
Remote assetshttp or https. web_asset_cache stores downloads and does not invalidate them.

Scope

  • The canvas is a Window. Point canvas at a DOM id and turn on fit_canvas_to_parent so the canvas tracks its parent.
  • webgl2 and webgpu are Cargo features. They are not components. Enable one of them for a wasm32 target.
  • clipboard_image is not available on wasm. Text clipboard stays on the window APIs that default features already include.

Examples

[dependencies]
bevy = { version = "0.20", features = ["webgl2"] }

Open the primary window on a canvas element and keep it sized to that element's parent.

use bevy::window::{PrimaryWindow, WindowResolution};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                title: "Browser".into(),
                canvas: Some("#bevy".into()),
                fit_canvas_to_parent: true,
                prevent_default_event_handling: true,
                resolution: WindowResolution::new(1280, 720),
                ..default()
            }),
            ..default()
        }))
        .run();
}

A running app can still retarget the canvas and the logical resolution.

use bevy::window::PrimaryWindow;

fn bind_canvas(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
    let Ok(mut window) = windows.single_mut() else {
        return;
    };
    if window.canvas.is_none() {
        window.canvas = Some("#bevy".to_string());
    }
    window.fit_canvas_to_parent = true;
    window.resolution.set(1280.0, 720.0);
}

Load a relative asset path. Remote http URLs need the http or https feature; this path stays inside the asset folder the bundler serves.

fn spawn_sprite(mut commands: Commands, asset_server: Res<AssetServer>) {
    let image = asset_server.load("sprites/player.png");
    commands.spawn((Camera2d, Sprite::from_image(image)));
}

Expert Knowledge Delta

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.

Who owns state

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore 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.

Decision

If you needDo thisDo not
Per-entity dataComponent + QueryA field stored outside the world
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Browser canvasWindow.canvas and fit_canvas_to_parentA title-only window with no canvas id
Graphics backendExactly one of webgl2 or webgpuEnabling both Cargo features
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside the documented setCheck the official documentationA made-up crate or API

Load references/ecs-ownership.md for the ownership table.

NEVER

  • 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.

  • Do not name another engine's HTML export presets in Bevy Cargo features. WHY: the browser target is wasm32-unknown-unknown plus webgl2 or webgpu.

  • Do not import another engine's node types into Bevy systems. WHY: those types are not components and will not schedule.

  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: this skill only names documented Bevy crates and modules.

Reference

Official links stay on unversioned latest pages. The library pin on bevy-master stays 0.20.0.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master

리뷰

아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.

댓글

로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.

아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.

보내면 바로 공개됩니다. 이메일 주소나 전화번호 같은 개인 정보는 쓰지 마세요. URL은 2개까지입니다.

0 / 1,000자

이 양식은 reCAPTCHA로 보호되며 Google 개인정보처리방침 및 서비스 약관이 적용됩니다.

같은 저장소의 스킬

Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8732026년 10월 17일 업데이트

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.

thedivergentai/Game-Dev-Agentic-Skills8732026년 10월 17일 업데이트

Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8732026년 10월 17일 업데이트

Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8732026년 10월 17일 업데이트

Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8732026년 10월 17일 업데이트

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.

thedivergentai/Game-Dev-Agentic-Skills8732026년 10월 17일 업데이트

thedivergentai의 스킬 모두 보기

이 스킬의 문제 신고