Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Pins a Bevy 0.20 crate, dev-profile opt-level, and plugin boundaries before gameplay systems exist. Use when starting a windowed or headless Bevy app. Keywords: Bevy, Cargo.toml, DefaultPlugins, MinimalPlugins, opt-level.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this when a new Bevy app needs a crate, a pin, and a place for feature code before gameplay systems exist. Folder names below are layout habits. They are not engine types.
cargo new plus a bevy dependency pinned at 0.20.default pulls windowing, input, and rendering. Turn default-features off only when the binary should stay headless.App::new(), plugins, then systems and resources on that App.Pin the crate and keep dev builds usable. Bevy's default debug profile compiles dependencies unoptimized, so the dev profile lifts dependency opt-level while the game crate stays easy to step through.
[package]
name = "game"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
[profile.dev]
opt-level = 1
[profile.dev.package."*"]
opt-level = 3
A headless tool crate drops the default feature set and adds only what that binary calls.
[dependencies]
bevy = { version = "0.20", default-features = false }
The windowed game plugs DefaultPlugins and a feature plugin. GameConfig is app-wide state inserted before the first schedule runs.
#[derive(Resource)]
struct GameConfig {
title: String,
}
fn boot(config: Res<GameConfig>) {
let _title = config.title.as_str();
}
pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(GameConfig {
title: "Game".to_string(),
})
.add_systems(Startup, boot);
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(GamePlugin)
.run();
}
A second module owns one feature. The plugin is the boundary. Systems stay in the module that declares their components.
#[derive(Component)]
struct Player;
fn spawn_player(mut commands: Commands) {
commands.spawn(Player);
}
pub struct PlayerPlugin;
impl Plugin for PlayerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_player);
}
}
| Need | Bevy idiom |
|---|---|
| New crate | cargo new plus the bevy dependency |
| Window, input, rendering | Cargo features and profiles on the bevy crate |
| Feature split | Rust modules you choose |
| Project file | Cargo.toml plus Rust modules |
bevy = "0.20" in Cargo.toml. DefaultPlugins brings the window, input, and audio backends that crate feature enables.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 free-floating struct 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 |
| 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 scene-tree project types or autoload singletons in this crate. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No invented Cargo features beyond the profiles this skill names. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No third-party crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
The library pin on bevy-master stays 0.20.
cargo new / cargo add bevy.App::new(), World, and Schedule.latest branch.App exists.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.