Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this when the same app should run in a browser. Packaging pipelines are not specified here.
web (browser APIs, wasm32 only), webgl2 (limitations so Wasm can use WebGL2), webgpu (overrides webgl2; Wasm with WebGPU only).http and https features enable remote asset download and warn about security. web_asset_cache caches downloads and currently never invalidates entries.clipboard_image says it is not supported on WASM.Window component describes the canvas. Set canvas, fit_canvas_to_parent, and resolution on the primary window.| Need | Bevy path |
|---|---|
| Browser build | wasm32-unknown-unknown. Enable webgl2 or webgpu in Cargo; those two features conflict. |
| Graphics backend | webgl2 or webgpu. Enable one. |
| Remote assets | http or https. web_asset_cache stores downloads and does not invalidate them. |
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.[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)));
}
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 field stored outside the world |
| 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 |
| Browser canvas | Window.canvas and fit_canvas_to_parent | A title-only window with no canvas id |
| Graphics backend | Exactly one of webgl2 or webgpu | Enabling both Cargo features |
| 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 documentation | 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.
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.
Official links stay on unversioned latest pages. The library pin on bevy-master stays 0.20.0.
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.