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 a Bevy Rust project layout. Keywords: Bevy, Cargo, features, project layout.
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。
Load this when a new Bevy app needs a crate, a pin, and a place for feature code before gameplay systems exist. Folder names below are layout habits. They are not engine types.
cargo init or cargo new my_project, then cargo add bevy. The same page's Cargo.toml sample still shows bevy = "0.19". The library pin on bevy-master is 0.20.0.bevy 0.20.0 crate page documents profiles (default, 2d, 3d, ui) and default-features = false when you want a smaller set. One sample on that page still shows version = "0.18". That sample is not the pin.App::new().run() (Apps page). use bevy::prelude::* brings in the guide's essentials. Plugins, systems, and resources are added on that App.| Godot idea | Bevy idiom |
|---|---|
| New project | cargo new plus the bevy dependency |
| Engine module toggles | Cargo features and profiles on the bevy crate |
| Feature folders | Rust modules you choose. Not a scene tree |
| Editor project file | Check the docs before adding a project manifest beside Cargo.toml. |
bevy = "0.19" and a v0.19.0 checkout example. Pin 0.20.0 from crates.io and docs.rs, not from that snippet.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 project types, scenes, or autoloads in this crate. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No invented Cargo features beyond the profiles and collections on docs.rs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No third-party crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
docs.rs links use the unversioned latest permalink. The library pin on bevy-master stays 0.20.0.
cargo new / cargo add bevy. The version snippet is stale.App::new(), World, and Schedule.latest branch.App exists.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。