Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert blueprint for mobile platforms (Android/iOS) covering touch controls, virtual joysticks, responsive UI, safe areas (notches), battery optimization, and app store guidelines. Use when targeting mobile releases or implementing touch input. Keywords mobile, Android, iOS, touch, InputEventScreenTouch, virtual joystick, safe area, battery, app store, orientation.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Touch-first input, safe area handling, and battery optimization define mobile development.
InputEventMouseButton on mobile is unreliable. Always use InputEventScreenTouch and InputEventScreenDrag for high-fidelity multi-touch support.DisplayServer.get_display_safe_area() and offset critical UI accordingly.size_changed signal leads to broken layouts on foldable devices or tablet orientation shifts.NOTIFICATION_APPLICATION_PAUSED to drop Engine.max_fps to 1.OS.request_permission() and verify with OS.get_granted_permissions().VIBRATE permission is enabled in the export preset.MANDATORY: Pick the golden-path branch, then load only the matching scripts.
mobile_gesture_recognizer.gd (+ input skill for action maps). Built-in virtual joystick when sufficient.adaptive_safe_area_inset.gd + orientation_layout_adaptor.gd.thermal_throttle_monitor.gd (pause FPS + heat).android_runtime_permissions.gd, native_share_invoker.gd, mobile_iap_flow_boilerplate.gd as needed.mobile_vram_optimizer.gd.Expert multi-touch logic for pinch-to-zoom and two-finger rotation.
Dynamic safe-area (notch) handling using DisplayServer insets.
Battery and heat management via NOTIFICATION_APPLICATION_PAUSED.
Unified boilerplate for Android/iOS In-App Purchases (IAP).
Advanced vibration patterns for mobile haptic feedback.
Expert Android permission requesting and verification logic.
Stable motion controls using Accelerometer and Gravity fusion.
Adaptive UI swapping for Landscape/Portrait transitions.
VRAM monitoring and texture compression enforcement rules.
OS-level native share sheet integration for social features.
Additional patterns / legacy safe-area helper — load only if golden-path scripts insufficient.
| Axis | Choose | Implies |
|---|---|---|
| Control scheme | Tap/gesture vs virtual stick vs tilt | Gestures → mobile_gesture_recognizer.gd; stick → built-in joystick / Control stick; tilt → mobile_sensor_fusion.gd |
| Orientation | Locked landscape / portrait / adaptive | Adaptive → MANDATORY orientation_layout_adaptor.gd + size_changed |
| Renderer | Mobile vs Compatibility | Never Forward+ on phone GPUs; ETC2/ASTC on; precompile shaders on load screens |
Touch input uses InputEventScreenTouch / InputEventScreenDrag — not mouse emulation.
[rendering]
renderer/rendering_method="mobile"
textures/vram_compression/import_etc2_astc=true
[display]
window/handheld/orientation="landscape"
WorkerThreadPool for disk I/O.NOTIFICATION_APPLICATION_PAUSED must drop Engine.max_fps (see thermal_throttle_monitor.gd).OS.get_granted_permissions() via android_runtime_permissions.gd.quit_on_go_back, handle NOTIFICATION_WM_GO_BACK_REQUEST in mobile_navigation_manager.gd.VIBRATE permission.godot-shaders-basics for deep precompile recipes.Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.
InputEventScreenTouch / InputEventScreenDrag the correct mobile path instead of mouse-button emulation.NOTIFICATION_APPLICATION_PAUSED / resume and Android back (WM_GO_BACK_REQUEST) lifecycle that replaces desktop quit assumptions.get_display_safe_area(), orientation, and virtual keyboard APIs for notches, foldables, and OSK occlusion.request_permission() / get_granted_permissions(), feature tags, and memory queries used by Android runtime gates and VRAM watchdogs.vibrate_handheld(), accelerometer/gravity/gyroscope fusion, and touch↔mouse emulation toggles.VIBRATE), APK/AAB, and store packaging constraints after platform code is ready.mobile / android / ios branching for permissions, share sheets, and platform-only singletons.APPLICATION_PAUSED so background audio does not keep the device warm.아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.
아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.
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.