Bevy ECS skill for mobile. Keywords: Bevy, mobile, android, touch, ASTC, gestures.
日本語の概要は準備中です。原文の説明を表示しています。
2,047 件 ・ 関連度順
概要と使いどころ
Bevy ECS skill for mobile. Keywords: Bevy, mobile, android, touch, ASTC, gestures.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for web and Wasm. Keywords: Bevy, wasm, web, webgl2, webgpu, browser.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for procedural generation. Keywords: Bevy, procedural, seed, dungeon, terrain, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for quests. Keywords: Bevy, quest, objective, ECS, state.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for character stats. Keywords: Bevy, stats, attributes, modifiers, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for persistence boundaries. Keywords: Bevy, save, Resource, Scene, AssetServer.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for Cargo tests around Bevy work. Keywords: Bevy, cargo test, Rust, libtest.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for tile maps. Keywords: Bevy, tilemap, tiles, ECS, Sprite.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for tween and juice. Keywords: Bevy, tween, juice, curve, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Use when implementing realistic 3D lighting, shadow optimization, global illumination, or light probes. Trigger keywords: DirectionalLight3D, OmniLight3D, SpotLight3D, shadow_enabled, directional_shadow_mode, directional_shadow_split, omni_range, omni_attenuation, spot_range, spot_angle, VoxelGI, SDFGI, LightmapGI, ReflectionProbe, Environment, WorldEnvironment.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion. Use when creating realistic 3D surfaces, PBR workflows, or material optimization. Trigger keywords: StandardMaterial3D, BaseMaterial3D, albedo_texture, metallic, metallic_texture, roughness, roughness_texture, normal_texture, normal_enabled, orm_texture, transparency, alpha_scissor, alpha_hash, cull_mode, ShaderMaterial, shader parameters.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, OccluderInstance3D, bake CSG.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for migrating 2D games to 3D including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-model art pipeline, and control scheme adaptations. Use when porting 2D projects to 3D or adding 3D elements. Trigger keywords: CharacterBody2D to CharacterBody3D, Area2D to Area3D, Camera2D to Camera3D, Vector2 to Vector3, collision_layer migration, sprite to MeshInstance3D, 2D to 3D conversion.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for scaling mobile games to desktop including mouse/keyboard controls, increased resolution and graphical fidelity, expanded UI layouts, settings menus, window management, and platform-specific features. Use when creating desktop ports or cross-platform releases. Trigger keywords: mouse_controls, keyboard_shortcuts, resolution_scaling, graphics_settings, fullscreen_toggle, window_modes, Steam_integration, desktop_optimization.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for adding multiplayer to single-player games including client-server architecture, authoritative server design, MultiplayerSynchronizer, lag compensation (client prediction, server reconciliation), input buffering, and anti-cheat measures. Use when retrofitting multiplayer, porting to online play, or designing networked gameplay. Trigger keywords: MultiplayerPeer, ENetMultiplayerPeer, SceneMultiplayer, MultiplayerSynchronizer, rpc, rpc_id, multiplayer_authority, client_prediction, server_reconciliation, lag_compensation, rollback.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance expressions, and state machine sub-states. Use for complex character animation systems with movement blending and state management. Trigger keywords: AnimationTree, AnimationNodeStateMachine, BlendSpace2D, BlendSpace1D, BlendTree, transition_request, blend_position, advance_expression, AnimationNodeAdd2, AnimationNodeBlend2, root_motion.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, music_crossfade, audio_pool, positional_audio, reverb, bus_volume.
日本語の概要は準備中です。原文の説明を表示しています。
Godot Expert Auditor: Aurelius. Exhaustive never-list enforcement and architectural slap-down for Godot 4.7 projects. Use when auditing signal decay, ObjectDB orphans, typed Array/Dictionary slop, material.duplicate batch breaks, export case-sensitivity, Expression.execute risks, or sector never-lists. Keywords: auditor, Aurelius, never-list, signal decay, ObjectDB orphans, typed Array, export case-sensitivity, instance uniforms, PackedScene.get_state.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for animation blending. Keywords: Bevy, AnimationGraph, blend, AnimationGraphHandle, AnimationNodeType.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for audio playback. Keywords: Bevy, AudioPlayer, AudioSink, PlaybackSettings, AssetServer.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for cameras. Keywords: Bevy, Camera, Camera2d, Camera3d, Transform.
日本語の概要は準備中です。原文の説明を表示しています。