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。
Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED.
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。
Expert guidance for porting desktop games to mobile platforms.
MANDATORY: Read the appropriate script before implementing the corresponding pattern. Do not paste joystick/gesture/UI tutorials inline.
MANDATORY for move sticks — Joystick appears where the user touches the left half (prefer over fixed-position recipes).
Fixed-base stick Control — use when UI art requires a static well; otherwise prefer dynamic_joystick_spawner.
MANDATORY for swipe/pinch — Duration/distance/multi-touch ratio → signals.
MANDATORY for Control remaps — Scales/reanchors desktop HUD for thumb reach + density.
Adaptive scaling_3d_scale to hold 60FPS while keeping 2D UI sharp.
MANDATORY — NOTIFICATION_APPLICATION_PAUSED → Engine.max_fps = 1 + pause physics.
DisplayServer.get_display_safe_area() padding for notches / hole-punch.
1-finger pan + 2-finger pinch Camera2D.
Input.vibrate_handheld + iOS plugin hook pattern.
Strip SSS/clearcoat/heavy shading on weak mobile renderers.
Virtual keyboard occlusion → tween UI up. Use for LineEdit/TextEdit focus — not a substitute for HUD scaling.
| Need | Script |
|---|---|
| Scale/reanchor HUD, spawn virtual sticks, thumb-reach density | mobile_ui_adapter |
| OS virtual keyboard covers focused text field | on_screen_keyboard_handler (often both: adapter for layout, OSK handler for text fields) |
MANDATORY — Persist on App Pause (WM_CLOSE is unreliable on mobile kill).
| Genre | Recommended Control | Script |
|---|---|---|
| Platformer | Virtual joystick (left) + jump button (right) | dynamic_joystick_spawner / virtual_joystick |
| Top-down shooter | Dual-stick (move left, aim right) | dynamic_joystick_spawner ×2 |
| Turn-based | Direct tap on units/tiles | gesture_combo_system (tap) |
| Puzzle | Tap, swipe, pinch | gesture_combo_system |
| Card game | Drag-and-drop | mobile_ui_adapter + drag Controls |
| Racing | Tilt or tap left/right | platform-mobile / Input sensors |
event.index per stickInputEventMouseButton and InputEventScreenTouchFull port recipes → mobile-port-deep.md.
MANDATORY when porting beyond the decision matrix: read mobile-port-deep.md. Do NOT Load it for a first-pass control remap.
await RenderingServer.frame_post_draw + viewport image.OS.get_memory_info() — do not spam heavy allocs while monitoring.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 replace hover/mouse-motion assumptions on mobile.scaling_3d_scale / FSR tradeoffs used by adaptive quality when mobile GPUs miss frame budget.NOTIFICATION_APPLICATION_PAUSED / resume lifecycle that mobile OSes use instead of reliable window-close saves.get_display_safe_area(), virtual keyboard APIs, and screen metrics behind notches and OSK occlusion.mobile/android/ios), display stretch, and renderer defaults that every port branch depends on.scaling_3d_scale and material fallbacks are not enough.mobile_shader_fallback disables on weak renderers.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。