Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Answer Bevy 0.20 line-of-sight, radius, and cursor picks with Transform distance and facing. Use when a design needs a probe and collider casts belong on the physics skills. Keywords: Bevy, spatial query, viewport_to_world_2d, GlobalTransform, facing, radius.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this when a design needs line of sight, a volume overlap, a ground probe, or a mouse pick. Screen-to-2D-world mapping that does not hit a collider is a camera helper, not a physics query.
GlobalTransform.Camera::viewport_to_world_2d with GlobalTransform maps a cursor to a 2D world point. That is a camera map, then a distance test against sprites. See bevy-camera-systems.Transform when both run in the same schedule.| Need | Bevy path |
|---|---|
| Collider cast or sweep | bevy-physics-2d or bevy-physics-3d. This skill measures distance and facing with Transform. |
| Pointer in the 2D world | viewport_to_world_2d, then the nearest entity inside a radius. |
| Exclude the caster | Skip the probe Entity when comparing distances. |
| View cone | Dot the view forward with the direction to the target and compare against a cosine threshold. |
Entity before accepting a hit.[dependencies]
bevy = "0.20"
Map the cursor into the world, then keep the closest marker inside the pick radius.
#[derive(Component)]
struct Pickable;
use bevy::window::PrimaryWindow;
fn pick_nearest(
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform), With<Camera2d>>,
targets: Query<(Entity, &GlobalTransform), With<Pickable>>,
) {
let Ok(window) = windows.single() else {
return;
};
let Ok((camera, camera_tf)) = cameras.single() else {
return;
};
let Some(cursor) = window.cursor_position() else {
return;
};
let Ok(world) = camera.viewport_to_world_2d(camera_tf, cursor) else {
return;
};
let mut best: Option<(Entity, f32)> = None;
for (entity, transform) in &targets {
let point = transform.translation().truncate();
let distance = point.distance(world);
if distance > 24.0 {
continue;
}
if best.is_none_or(|(_, so_far)| distance < so_far) {
best = Some((entity, distance));
}
}
let _hit = best.map(|(entity, _)| entity);
}
A radius probe lists other entities inside its range and skips its own entity.
#[derive(Component)]
struct Probe {
radius: f32,
}
#[derive(Component)]
struct Body;
fn overlaps(
probes: Query<(Entity, &GlobalTransform, &Probe)>,
bodies: Query<(Entity, &GlobalTransform), With<Body>>,
) {
for (probe_entity, probe_tf, probe) in &probes {
for (body, body_tf) in &bodies {
if body == probe_entity {
continue;
}
let distance = probe_tf.translation().distance(body_tf.translation());
if distance <= probe.radius {
let _hit = body;
}
}
}
}
Facing uses the view forward and a cosine limit. Movement writes Transform first. The sight test reads Transform in the next chained system, because GlobalTransform updates only after propagation.
#[derive(Component)]
struct Watcher {
cos_limit: f32,
}
#[derive(Component)]
struct Mark;
fn advance(mut watchers: Query<&mut Transform, With<Watcher>>) {
for mut transform in &mut watchers {
transform.translation.x += 1.0;
}
}
fn can_see(
watchers: Query<(&Transform, &Watcher)>,
marks: Query<&Transform, (With<Mark>, Without<Watcher>)>,
) {
for (watcher_tf, watcher) in &watchers {
let origin = watcher_tf.translation;
let forward = watcher_tf.forward().as_vec3();
for mark_tf in &marks {
let to = mark_tf.translation - origin;
let length = to.length();
if length <= f32::EPSILON {
continue;
}
let facing = forward.dot(to / length);
if facing >= watcher.cos_limit {
let _seen = true;
}
}
}
}
pub struct SpatialPlugin;
impl Plugin for SpatialPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (advance, can_see).chain());
}
}
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 |
| Same-frame facing | advance then can_see with .chain() on Transform | Reading GlobalTransform in the system that just wrote Transform |
| Collider cast | bevy-physics-2d or bevy-physics-3d | An invented ray or mask API |
| 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 read GlobalTransform in the same system that just wrote Transform. WHY: propagation has not run, so the global pose is still last frame.
No Avian, Rapier, or any other named physics crate as the chosen solver. WHY: collider casts stay on the physics skills; this skill uses transforms.
No invented intersect_ray or mask APIs. WHY: stock Bevy here is distance, radius, and a dot product.
Official links stay on unversioned latest pages. The library pin on bevy-master stays 0.20.0. No stock spatial-query module is used here.
latest branch.Query, and .chain().add_plugins without a chosen physics crate. viewport_to_world_2d is a camera map; details live on bevy-camera-systems.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.