Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Expert blueprint for First-Person Shooters: fps_camera_look, fps_movement_logic, hitscan_weapon_query, weapon_bobbing_system, procedural recoil, and FPS NEVER rules. Shared TPS/cover theory links to godot-genre-shooter. Keywords: FPS, movement physics, weapon bobbing, camera sway, hitscan, viewmodel, air control.
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실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
_input mouse look (yaw/pitch)Also: procedural_recoil_handler.gd, hitscan_weapon_logic.gd, advanced_fps_controller.gd, weapon_state_machine.gd, frame_perfect_input.gd, bullet_decal_spawner.gd, weapon_spread_calc.gd, server_projectile_instance.gd, player_anim_bridge.gd, recoil_system.gd (pattern + bloom), aim_assist.gd (controller friction/magnetism).
advanced_weapon_controller.gd is shared theory — keep FPS feel in the scripts above; genre routing for TPS → sibling skill.
Move/Look → Aim → Fire (hitscan) → Recoil recover → Acquire
_process — use _physics_process + intersect_ray.exclude / add_exception for the player RID.== on float cooldowns — is_equal_approx._physics_process — _input / _unhandled_input for look.Transform3D — store yaw/pitch floats.delta before move_and_slide().Transform3D.looking_at for muzzle forward — use -transform.basis.z.AudioStreamPlayer for gunfire — layer mechanical + shot + tail.StringName.Procedural sine bob + look sway — weapon_bobbing_system.gd.
Ray forward/down from step_height when is_on_wall() after move_and_slide(); lift to step top for stairs.
Roll camera Z + local X offset from Input.get_axis("lean_left","lean_right") with lerp.
Hitscan vs projectile, spray patterns, and net prediction details that are not FPS-rig specific → godot-genre-shooter + combat/multiplayer complements. Implement FPS fire path via hitscan_weapon_query.gd + procedural_recoil_handler.gd + recoil_system.gd.
MANDATORY for hitscan/projectile tradeoffs, three-layer recoil, aim assist, weapon balance matrices, and client prediction: fps-weapon-theory.md. Do NOT Load after MANDATORY script reads unless extending beyond bob/step/lean.
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
intersect_ray patterns for hitscan registration without Area3D ballistics.-transform.basis.z forward vectors for aim, recoil, and muzzle direction._input vs _physics_process so mouse look stays zero-latency while movement stays physics-synced.! in expressions.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.
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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.
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Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
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Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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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.
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