Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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 hub for Bevy 0.20+. Use when starting a Bevy game, choosing ECS boundaries, or picking a Bevy skill. Keywords: Bevy, ECS, bevy-master, schedules, plugins.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
ECS hub for Bevy 0.20+. Start here to set up a Bevy app, decide which components, resources, and systems own each piece of state, and load the right Bevy skill for the job.
Target: Bevy 0.20+ (tested against 0.20.0).
For every piece of state, name:
Schedules replace a scene tree. Do not add an autoload, a signal bus, or a Node layer cake.
The Quick Start ECS page defines entities, components (Component), systems as functions, Query, Commands, Startup, and Update, plus .chain() for order. Messages, observers, resources, and app states are covered in their own skills. See those files before calling a type.
| Scenario | Route |
|---|---|
| New Bevy app, ECS boundaries, which skill to load | This hub, then the module directory below |
| New crate, Cargo features, feature folders | bevy-project-foundations |
| Entity composition, components, systems | bevy-ecs-composition |
| Messages, events, observers | bevy-events-messaging |
| Components and resources as data | bevy-data-resources |
| App states or a per-entity mode flag | bevy-state-machines |
| App-wide resources and schedules | bevy-app-resources |
| Character movement | bevy-character-movement |
| 3D physics | bevy-physics-3d |
| 2D physics | bevy-physics-2d |
| Ray, overlap, or physics pick | bevy-spatial-queries |
| Navigation mesh or path data | bevy-navigation |
| Chase, patrol, retarget | bevy-ai-navigation |
| Seeded level or loot layout | bevy-procedural-generation |
| Keyboard, mouse, gamepad | bevy-input-handling |
| 2D or 3D camera entity | bevy-camera-systems |
| Play or control a clip | bevy-audio-systems |
| Load assets or spawn a scene | bevy-asset-scenes |
| Player save slot | bevy-save-load |
| Logs and frame diagnostics | bevy-debugging-profiling |
| Parallelism, fixed step, handle lifetime | bevy-performance |
cargo test | bevy-testing-patterns |
| Clips, blend graphs, sprites, lights, materials, UI, or a genre loop | Module directory below |
Data that is not simulated can be a plain Rust struct or a resource. The Quick Start treats resources as app-wide data. Check the resources page for field names before writing them. Do not copy a Godot Object / RefCounted / Resource / Node table into Bevy.
(a) App scaffold. App::new(), plugins, schedules, and states. The plugins page documents Plugin, DefaultPlugins, MinimalPlugins, and add_plugins. The bevy 0.20.0 crate docs list a bevy_state feature ("built in global state machines"). Check the state docs for the state API before writing it. Do not invent a plugin list beyond DefaultPlugins / MinimalPlugins.
(b) Entity. Components plus systems. Movement belongs on a fixed timestep. bevy::time 0.20.0 documents Fixed ("fixed timestep game clock") and run_fixed_main_schedule (FixedMain). Do not invent a schedule label beyond those names.
(c) Data. Components and resources. Not .tres files.
(d) Performance. The ECS page states systems run in parallel by default when they can, and .chain() forces order. Frame-time diagnostics and handle lifetimes are on bevy-performance. No numeric budget is stated on those pages.
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 Godot node script |
| 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 Godot or gdext type imports in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No GDScript line-translate. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No APIs that this file did not open. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No Coil or Ouroboros UI. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Domain skills:
Rendering and animation:
Gameplay:
UI, platforms, adapts, templates:
Genre routers:
docs.rs links use the unversioned latest permalink (same role as Godot /en/stable/). The library pin above stays 0.20.0.
latest branch, not a release tag./learn/book/ path returned 404 on 2026-10-11.Query, Commands, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.Fixed and run_fixed_main_schedule (FixedMain)..chain().Message readers and Event observers.Component versus Resource.bevy::state and per-entity mode flags.Startup / Update.ButtonInput, mouse, and gamepad.Camera2d and Camera3d.AudioPlayer and AudioSink.AssetServer and spawn_scene.LogPlugin and diagnostics plugins.cargo test. Not GdUnit.Cipher rule titles only: runtime gameplay is Rust; do not pull Godot types into Bevy crates.
App docs for state-installation method names before writing them.bevy = "0.19" while crates.io latest is 0.20.0. Pin 0.20.0 from crates.io and docs.rs, not from that stale snippet.version = "0.18" in one sample. That sample is not the pin.まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.
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 PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
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 3D level assembly. Keywords: Bevy, level, scene, mesh, world, 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 abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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 moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, 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。