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 Cargo tests around Bevy work. Keywords: Bevy, cargo test, Rust, libtest.
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 Bevy crate needs unit or integration tests. The Cargo book page for cargo test is the source. Check the Bevy docs for App::update inside #[test] before writing that harness.
cargo test compiles and runs unit tests, integration tests, and documentation tests. cargo test name_filter runs names that contain the filter. Arguments after -- go to libtest (cargo test -- --help).#[test]. The harness runs them in multiple threads. The working directory for each test is the package root, so relative paths resolve from that root no matter where you invoked Cargo.cargo test covers the lib, bins as unit tests, integration tests, and doc tests, and it builds examples. --lib limits to the library. harness = false on a target means you supply main.test profile is the default. --profile=debug keeps debug info. -- --no-capture shows test output.App::new() test from an old discussion. Bevy's own crates contain #[cfg(test)] modules. Check those helpers before treating them as a public guide.| Godot idea | Bevy idiom |
|---|---|
| Run the suite | cargo test from the package |
| One test name | cargo test name_filter |
| See prints | cargo test -- --no-capture |
| Scene-tree test runner | No twin. GdUnit stays on the Godot skill |
latest for a page that shows App, MinimalPlugins, and app.update() inside #[test] before writing that harness.rustdoc compile). Do not assume a doctest can read assets/ the same way.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 GdUnit, GUT, or Godot test-runner types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No App::update test recipe this file did not open. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No third-party Bevy test 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.
#[test], filters, libtest args, package root as cwd.latest branch. Examples are not the test harness.cargo test runs against.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。